The latest update for Helldivers 2 addresses various aspects including weapon and stratagem balancing, enemy reworks, adjustments to Helldiver health, and damage mechanics tweaks. There are numerous updates under the Helldivers 2 Patch Notes v1.001.100. Below is a concise overview highlighting the magnitude of the changes in Helldivers 2 Patch v1.001.100:
- Comprehensive Revision of Anti-Tank, Armor Penetration, Health, and Armor Ratings
- Weapon and Stratagem Balancing
- Reworked Enemies
- Tweaks to Helldiver Health and Damage Mechanics
- Reworked Gas Gameplay Mechanics
- Introduction of New Galactic War Feature
- Implementation of Emote Wheel Feature
- Crash and Bug Fixes
Additionally, many modifications emerge from player feedback over time. A key aspect discussion is how certain weapons now perform against armored foes, like Bile Titans and Chargers.
Weapons such as the Autocannon, Heavy Machine Gun, Flamethrower, and Anti-Materiel Rifle have improved effectiveness against heavily armored adversaries. This encourages players to explore various loadouts to adapt to different combat scenarios.
Regarding Automatons, the notorious Hulks have notably had their armor reduced, making them more susceptible to a broader range of weaponry. Helldivers 2 Patch Notes v1.001.100 also indicate that the Devastator and Gunship will operate with a limited supply of rockets, significantly enhancing the gameplay experience.
Furthermore, the patch states that several weapons have been buffed to increase their efficiency on the battlefield. This change allows players in Helldivers 2 to embrace a wider selection of weapons throughout their gameplay. Adjustments in damage mechanisms aim to create a fairer playing environment, as being one-shot killed by an Automaton from a distance is nobody’s idea of fun.
Lastly, the modifications detailed in Helldivers 2 Patch Notes v1.001.100 may result in a slight decrease in overall game difficulty. The developers are committed to monitoring ongoing player feedback to implement further enhancements.
This article encapsulates the complete list of alterations being introduced to the game. Prepare for an extensive read!
Helldivers 2 Patch Notes v1.001.100: The Federation of Super Earth Has Decided
The comprehensive Helldivers 2 Patch Notes v1.001.100 (September 17, 2024 update) are summarized below:
Balancing
General
- Previously, partial damage inflected only 50% of full damage, which proved to be overly punitive and diminished overall effectiveness, leading to heavy reliance on high armor penetration armaments. We have now adjusted partial damage to 65% to remedy this.
- The Helldiver now incurs less damage from headshots, transitioning from an additional 100% damage to only a 50% increase. Damage from impacts to other body parts has been slightly escalated according to the impact area. This revision aims to normalize total damage while preserving precise damage zones, thus minimizing damage spikes.
Primary Weapons
Numerous Primary Weapons have been revamped according to the Helldivers 2 Patch Notes v1.001.100, resulting in an overall power boost that makes players feel like true champions of democracy.
Liberator & Liberator Carbine
- Damage increased from 60 to 70
- Durable damage increased from 14 to 17
- Stagger force improved from 10 to 15
- Max spare magazines increased from 7 to 8
- Starting spare magazines raised from 5 to 6
Knight
- Damage elevated from 50 to 65
- Durable damage increased from 5 to 7
- Magazines now refill completely when resupplied
- Recoil has been reduced
Liberator Concussive
- Now equipped with a drum magazine capable of holding 60 rounds
- Magazine count reduced from 10 to 6 to accommodate the larger magazine capacity
Tenderizer
- Magazine capacity raised from 30 to 35 rounds
- Starting magazines increased from 4 to 5
Breaker
- Now features an extended magazine capable of holding 16 shells
- Stagger force enhanced from 10 to 15
Spray and Pray
- Now fitted with a duckbill muzzle that modifies its spread to be more horizontal than vertical
- Total Damage increased from 192 to 240
Scythe
- Cooldown time is reduced
- Alterations made to the heat VFX
- Scope changed to a lower-powered option
- Recoil has been removed
- Enemies ignite more swiftly
Crossbow
- Explosion radius enlarged by 50%
- Explosion damage increased from 150 to 350
Eruptor
- Shrapnel has been reintroduced
- Shrapnel projectiles set to 30
- Shrapnel damage increased to 110
- Explosion damage adjusted from 340 to 225
- Shrapnel quantity has been increased
- Explosion radius enlarged by 33% (17% increase for the inner radius and 50% increase for the outer radius)
Defender
- Damage increased from 70 to 75
- Durable damage raised from 7 to 8
Liberator Penetrator
- Damage increased from 45 to 60
Diligence
- Damage raised from 125 to 165
- Durable damage increased from 32 to 42
Counter Sniper
- Damage increased from 140 to 200
- Durable damage increased from 14 to 50
- Stagger force improved from 15 to 20
Blitzer
- Now features a weak stun effect that accumulates with each shot
Torcher
- Damage increased by 50%
- Flamer mechanics have reverted to pre-Escalation of Freedom update settings
- Armor penetration raised from 3 to 4
Sidearms
Several Sidearms have witnessed adjustments as per the Helldivers 2 Patch Notes v1.001.100, enhancing their effectiveness in combat against Super Earth’s foes.
Peacemaker
- Max spare magazines raised from 5 to 6
Dagger
- Heat accumulation occurs more slowly
- Recoil has been removed
- Damage increased from 200 to 250
- Enemies ignite more rapidly
- Adjustments made to the heat VFX
Crisper
- Damage boosted by 50%
- Flamer mechanics reverted to the state prior to the Escalation of Freedom update
- Armor penetration increased from 3 to 4
Support Weapons
Anti-tank weaponry has received substantial damage boosts to enhance their efficacy, including the Recoilless Rifle, Quasar, Commando, Expendable Anti-Tank, SPEAR, and Patriot Exosuit rockets. These fall into three categories:
Recoilless Rifle and SPEAR (Strong and Reliable)
- These can afford less accuracy when targeting armored adversaries. A majority of hits will eliminate foes the size of Chargers, and the SPEAR effectively neutralizes Automatons.
Expendable Anti-Tank and Quasar (Strong)
- These weapons are highly potent, often capable of killing targets with a single hit to a weak spot. Thus, two solid shots to a Charger or one to a Hulk will suffice. Aiming for the Charger’s head increases one-shot kill chances.
Commando and Patriot Exosuit Rockets (Less Strong)
- Typically requiring one to three shots to neutralize a Charger or Hulk, the effectiveness is highly contingent on accuracy, given the lower damage output.
Grenade Launcher
- Starting spare magazines increased from 1 to 2
- Max spare magazines raised from 2 to 3
- Explosion radius slightly enhanced
Laser Cannon
- Cooldown time is slightly shorter
- Recoil has been removed
- Sets enemies ablaze more quickly
- Now able to damage larger enemies including Chargers, Bile Titans, Impalers, and Hulks
- Heat VFX adjustments made
Arc Thrower
- Range increased from 35 to 55
- Acquires a moderate stun effect that builds on targets
- Now jumps additional times
- Durable damage increased from 50 to 100
Railgun
- Durable damage increased from 60 to 225
- Fully overcharging damage raised from 150% to 250%
Stalwart
- Damage improved from 60 to 70
- Durable damage increased from 14 to 17
- Stagger force elevated from 10 to 15
Machine Gun
- Stagger force raised from 15 to 20
Anti-Materiel Rifle
- Durable damage increased from 135 to 180
- Now capable of damaging larger enemies like Chargers, Bile Titans, Impalers, and Hulks
- Stagger force improved from 20 to 25
Heavy Machine Gun
- Stagger force improved from 20 to 25
- Can now damage larger enemies including Chargers, Bile Titans, Impalers, and Hulks
Commando
- Demolition effectiveness against structures has been lowered, and it can no longer dismantle Automaton Fabricators in a single shot. However, the fabricators now possess health, allowing them to be taken down in two shots.
Flamethrower
- Damage increased by 33%
- Flamer mechanics reverted to the settings prior to the Escalation of Freedom update
- Armor penetration raised from 3 to 4
- Now capable of damaging larger enemies like Chargers, Bile Titans, Impalers, and Hulks
Autocannon
- Now able to damage larger enemies including Chargers, Bile Titans, Impalers, and Hulks
Thus, based on the alterations stated in the Helldivers 2 Patch Notes v1.001.100, Support Weapons are bolstered significantly, empowering players to enact managed democracy with renewed vigor.
Grenades
Frag Grenade
- Shrapnel damage nearly doubled
- Max capacity increased from 4 to 5
- Refill increased from 2 to 3
- Explosion radius enlarged
Thermite Grenade
- Explosion damage increased from 100 to 2000
- Reduced ignition time for thermite
- Explosion timing slightly decreased
- Max quantity decreased from 4 to 3
Stratagems
Every Stratagem capable of damaging heavily armored foes has received buffs; their damage has been enhanced to keep pace with the increased resilience of larger enemies. The objective is achieving an equivalent or superior power level for Stratagems.
Eagle 500kg Bomb
- Explosion radius enlarged for better visual alignment
Eagle Rockets
- Damage has seen a slight increase
Gatling Sentry
- Stagger force raised from 15 to 20
Machine Gun Sentry
- Stagger force raised from 15 to 20
Tesla Tower
- Stagger force enhanced to align with other Arc weapons
- Now inflicts a moderate stun effect that builds with each hit on targets
Heavy Machine Gun Emplacement
- Stagger force increased from 20 to 25
- Can now damage heavier enemies such as Chargers, Bile Titans, Impalers, and Hulks
Patriot Exosuit
- Gatling stagger force improved from 15 to 20
Emancipator Exosuit
- Autocannon durable damage enhanced from 60 to 150
- Rate of fire on its weapons increased from 125 to 175
- Ammo capacity enhanced from 75 to 100 per arm
Orbital Laser
- Damage slightly increased
Orbital Railcannon
- Damage slightly increased
Orbital Gas Strike
- The gas gameplay mechanics are being revamped for enhanced crowd control in anticipation of the Chemical Agents Warbond
- The gas effect has been modified to induce blindness and confusion in enemies and Helldivers at the cost of decreased damage over time
If you have invested in effective Stratagems, they are about to deliver better results based on the changes within the Helldivers 2 Patch Notes v1.001.100, enhancing the gameplay experience for you and your teammates in spreading managed democracy.
Gameplay
The Helldivers 2 Patch Notes v1.001.100 outline various changes regarding gameplay, including general features, enemy modifications, and other gameplay elements.
General
New Galactic War Feature
- The Galactic War map can now pinpoint the location of strategically vital assets, aiding Helldivers in planning their next maneuvers.
Emote Wheel Feature
- Players can equip up to four emotes in the armory and utilize them via the new Emote Wheel feature by holding the Emote button. Separate key binding options for the Emote Wheel are now available in the settings.
- Added Dolby Atmos support for PS5
Enemies
According to the Helldivers 2 Patch Notes v1.001.100, the enemies of Super Earth are receiving small nerfs. This should theoretically make gameplay smoother, even at more challenging difficulty levels.
Automaton Fabricators
- Automaton Fabricators now possess health and armor alongside their pre-existing destruction system. This means that while many high armor penetration weapons can still destroy them, it may require multiple hits depending on the weapon used.
- New effects have been added to display their health status more clearly.
Hulks (All Versions)
- Armor reduced from 5 to 4
- Back weak spot is slightly more durable
- Back weak spot health reduced from 1000 to 800
Hulk Bruiser
- Replaced the rocket launcher with an energy-based cannon
- Increased firing frequency for the Hulk Bruiser
Tank
- Front armor increased from 5 to 6
Berserker
- Head health reduced from 150 to 125
- Main health decreased from 1000 to 750
- Abdomen now classified as a weak spot
- Chainsaw damage increased
Devastators (All Versions)
- Main health lowered from 800 to 750
- Devastators now flinch upon being hit, causing their aim to worsen, similar to the Conscripts. This change is designed to make them more manageable with ongoing damage application.
Rocket Devastators
- Now operate with a limited number of rockets, visible as they are used up.
- Introduced a reload mechanic from their backpack, allowing one replenishment of rockets.
- Rocket physics collision has been reduced for easier evasion.
Gunships
- Gunships also have a limited amount of rockets.
- Rocket physics collision minimized for easier evasion.
Charger (All Versions)
- Armor decreased from 5 to 4
- The butt weak spot health has been reduced from 1100 to 950
- The butt weak spot is now slightly less durable
- Belly armor reduced from 4 to 2
- Added a damage multiplier to the Charger’s exposed flesh, now dealing 300% damage
- Chargers now turn at a slower pace when charging and moving normally
- Charging frequency decreased
- Charge damage increased by 50%
- Side attack damage raised by 50%
Charger Behemoth
- The butt weak spot health decreased from 1200 to 950
Hunter
- Health reduced from 175 to 160
Scavengers
- Health reduced from 80 to 60
Bile Titan
- Armor decreased from 5 to 4
- Belly gameplay has been reworked
- Belly armor lowered from 4 to 2
- Introduced a separate health pool for the belly, activated once the outer layer is compromised
- Eliminating the exposed belly health pool results in the Bile Titan’s defeat
Impaler
- Armor reduced from 5 to 4
- Previously, the Impaler could only retract its tentacles once during its lifespan. Now, it can do so multiple times.
- Tentacles will pursue players over a shorter distance and prioritize targets closer to the Impaler.
- If unable to spot an enemy, the Impaler will retract its tentacles after a brief period.
Impaler Tentacles
- Tentacle damage is heightened
- Camera shake from tentacle attacks has been reduced
- Tentacles require less damage to retract
Planets and Modifiers
It’s beneficial to understand that modifications have been established to ensure proper functionality, sparing players complications later. The Helldivers 2 Patch Notes v1.001.100 present a few fixes in this regard.
- The Intense Heat and Extreme Cold modifiers are no longer static throughout missions and may now vary with the time of day or fluctuating weather conditions.
- Certain desert planets will only activate Intense Heat during daytime, while nighttime might not impose any modifier or potentially switch to the Extreme Cold modifier.
- Arid planets (similar to the Hellmire planet) will only feature the Intense Heat modifier during the occurrence of fire tornado storms.
Fixes
The Helldivers 2 Patch Notes v1.001.100 detail a comprehensive list of fixes. It’s extensive.
- Rectified per weapon aim mode saving issues – NOTE: This patch will reset all saved aim modes, though functionality will be restored after.
Crash Fixes and Soft-locks:
- Addressed a crash that might occur during game shutdown at startup.
- Resolved a crash linked to unique skin users timing out.
- Fixed a crash caused by unsynchronized vehicle skins.
- Corrected a crash related to players exiting right after reinforcement while using unique hellpod skins.
- Troubleshooted a rare crash triggered by Bile Spewer attacks.
- Fixed a crash when interacting with the Galactic War hologram.
- Rectified a crash occurring when joining another Super Destroyer.
- Amended a crash that could arise during secondary objectives participation.
- Fixed potential game crashes when the game is booted on PS5 with an unsupported system language (e.g., French-Canadian).
- Eliminated potential crashes when new players hotjoin.
- Resolved potential crashes when other players exit the game.
- Fixed a rare crash when examining operations on the Hologram map.
- Avoided crashing when interacting with the Galactic War Map while requiring an update.
- Resolved a rare crash that could transpire when joining a session that has cycled through at least 32 unique players.
- Corrected an issue preventing completion of objective stratagems following host migration.
- Fixed a bug that incorrectly kicked already joined players when additional players join the game.
- Amended a bug where Steam overlay closure during super credits purchase would leave it inoperable without restarting the game.
- Ensured shuttles remain accessible after the host exits just before landing.
- Rescued from soft-lock scenarios in mission summaries when the host departs from the game.
- Eliminated an issue where emotes wouldn’t cancel properly when sprinting.
Social Menu Fixes
- Improvements to the PS5 friends list.
Miscellaneous fixes
The miscellaneous adjustments noted in the Helldivers 2 Patch Notes v1.001.100 aim to resolve minor issues contributing to game instability.
Evacuate High-Value Assets Objective
- Fixed instances where enemies materialized on top of the extraction zone.
- Enemies are no longer able to shoot generators from distant spawn points.
- Corrected enemy pathing where they would occasionally try to access the base from high terrain.
- Increased protection for generators to deter distant target shooting by enemies.
- Heavy and air-based enemies now prioritize attacking players over generators and gates.
- Amended an issue where enemies would halt spawning briefly after the host leaves a mission.
Conduct Geological Survey Objective
- Resolved an operational issue with the Seismic Probe during the Conduct Geological Survey mission when a player exits or disconnects.
- Tweaked enemy spawn dynamics.
Impaler
- Fixed the Impalers not taking explosive damage to their exposed weak points.
- Amended an error preventing Impaler’s tentacles from being pinged.
- Resolved a bug causing Helldivers to be launched into the air when near the Impaler’s head during tentacle retraction.
- Fixed instances where tentacles spawning under players could project them into the air.
- Rectified issues where tentacles could hurl Exosuits when occupied by players.
- Fixed instances where enemies do not receive damage when positioned more than 10m away from the player.
- Resolved issues causing Bile Titans to potentially not incur headshot damage.
- Fixed occurrences of most weapons firing below the crosshair while aiming down sights.
- Addressed cases where the Hive Breaker drill became inaccessible after deployment.
- Fixed misaligned first-person views in weapon sights while using the Ballistics Shield Stratagem.
- Ensured HMG scopes are correctly aligned.
- Fixed lens clipping issues in scopes.
- Resolved a bug permitting multi-confidential data pickups to activate in strongholds where single assets were specified.
- Rectified two-person emotes causing players to become locked in an animation.
- Fixed audio issues missing during the intro cinematic in German version.
- Addressed a bug where Automatons were capable of shooting through walls.
- Resolved an issue causing prerequisite objectives to display above main objectives in the HUD.
- Fixed malfunctions within the main menu when accessed before entering the Hellpod (resulting in the Loadout menu opening).
- Ensured weapon previews in loadouts remain visible following inspection of armors/helmets/capes.
- Fixed instances of Eagle payloads failing to detonate in swamp biomes.
- Corrected issues showing stronghold outposts as yielding zero rewards in mission summary screens.
- Fixed timeout scenarios where players remained visible on the UI with white player colors.
- Resolved long player title names now allowing for scrolling instead of overlapping texts.
- Fixed issues with Reinforced Scout Strider displaying incorrect names.
- Removed the deprecated Orbital Flare Stratagem from Stratagem hero.
- Corrected data display issues for various stratagems within the Loadout.
- Fixed the reinforcements called and stratagems used numbers displayed at mission completion.
- Tamed an occurrence where drill objectives floated in the air during hot joining in the ‘Nuke Nursery’ mission.
- Disabled invite/join functionality for players on differing game versions.
- Fixed player identifier display on the ship post-mission.
- Rectified desync issues concerning civilian extraction counts in the “Emergency Evacuation”mission.
- Fixed cases where unexploded Hellbombs remained unpingable on terrain.
- Resolved visibility issues concerning teammates’ equipment during hot joins.
- Corrected instances of incorrect ‘Failed to Extract’ notifications while extracting with the shuttle scene.
- Tackled the issue preventing players from unlocking new difficulty levels despite meeting requirements.
- Ensured binding Stratagem inputs to other keys wouldn’t obstruct terminal inputs.
- Fixed instances of other players’ Helldivers visually overlapping with weapons/armors during equipment selection in Loadouts.
- Resolved bugs occurring when initiating missions after exiting loadouts, returning to the briefing screen now unreadying players.
- Rectified issues allowing players to click on entries across tabs within the bindings menu.
- Pings for enemies and objects now display correctly regardless of language changes.
- Fixed bugs encountered while canceling the purchase experience for stratagems, enabling smoother transactions.
- Addressed issues within ragdoll optimizations that utilized incorrect collision filters for physics actors, causing damage inquiries to yield unintentional results.
- Corrected errors in ragdoll optimization that led to explosions causing incorrect damage calculations.
- Resolved issues displaying incorrect messages regarding friend removals in player info popups.
- Resolved multiline text misalignment problems.
- Fixed scrolling behavior for switching between Warbonds in the Acquisitions menu with left controller sticks.
- Rectified motion control issues while aiming where “Motion Sensor Enable Mode” was set to “Aiming” regardless of Aim input selection.
- Addressed bugs allowing players to change tabs while adjusting the ship’s name.
- Fixed absence of final readiness audio when rejoining missions.
- Ensured map markers on objectives remain aligned even if an objective’s position alters, such as SSSD drives.
- Addressed issues allowing players to throw unlimited grenades/throwing knives after entering shallow waters while in the act of throwing the last item.
- Rectified another issue where players could be stuck carrying the Stratagem ball if accessing the stratagem menu right after the preceding action.
- Serviced the client so appropriate error messages are displayed during PlayFab login failures.
- Aligned projectile aim discrepancies while aiming down sights (ADS).
- Resolved aim block raycast issues while in ADS.
- Fixed discrepancies in aim position that occurred when repeatedly entering and exiting ADS.
- Amended the displayed incendiary mines icon and anti-tank mine label when mine racks for these Stratagems were either marked or pinged.
- Tackled bugs triggered when tabs in Armory were altered while scrolling, resulting in the scroll view clearing.
- Fixed issues allowing players to bypass heat buildup on both Scythe and Sickle during weapon switches amid reload animations.
- Corrected faults causing the impact explosion for the 500kg bomb to not activate.
- Fixed issues where multiple Confidential Data assets could appear in Fortress locations.
- Increased the red zone dimension during drop selections for Fortress locations.
- Improved error reporting within splash screens to provide enhanced support.
- Enemies are now triggered to spawn during “Spread Democracy”objectives.
- Enhanced visual effects for the orbital cannon.
- Corrected instances of Automaton projectiles inadvertently clipping through various assets.
- Resolved issues where the Combat Walker crashing into larger structures could destroy them.
- Corrected instances of assets reflecting flame thrower flames back.
- Addressed sound effect discrepancies in weapons with custom fire modes.
- Corrected extraction timer non-display on landing beacons when mission duration is surpassed.
- Fixed health sync issues emerging post-duration of stim healing, particularly in cases of friendly fire.
- Addressed sound effect cutouts when switching between weapons.
Known Issues
Below is a list of high-priority issues introduced by this patch that are currently under investigation. Some may have persisted from previous versions and remain unresolved. Please note this is not an exhaustive list:
Top Priority:
- Players might not receive friend requests sent from other platforms.
- Large units lack audio cues, permitting sneak attacks on players.
- In the Rescue High-Value Assets mission, enemies may shoot generators through walls.
- Enemies can sporadically shoot through barriers.
- The social menu may become stuck displaying ‘Please Wait Democratically’ for some users.
- Deceased Chargers’ bodies could launch Helldivers into the air.
- Stratagem balls may unpredictably bounce off cliffs and various areas.
- Players might be unable to join specific friends sporadically, returning them to the ship when they do.
Medium Priority:
- Players who join in progress may not have access to reinforcements.
- Mines could become invisible or vanish in multiplayer lobbies.
- Pelican-1 may sometimes be propelled away if struck by an Impaler tentacle.
- Supply packs may be deployed incorrectly when the controller is pressed during stratagem calls.
- Friend “invite only”games remain visible on the Galactic War Map but are non-joinable.
- High damage outputs will not detonate Hellbombs.
- Certain bleeding enemies may not fulfill Personal Orders or Eradicate missions.
In summary, the Helldivers 2 Patch Notes v1.001.100 illustrate that the Helldivers franchise is evolving significantly. The multitude of gameplay balances and reworks introduced promises to enhance the player experience against the enemies of Super Earth.
May Liberty guide your path, fellow Helldiver!
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