- Big balance update that focus on fun and reducing frustration instead of in "realism" and "balance"
- Basically they addressed most issues players complained about, mostly primary weapons and certain frustrating enemies, but also many other issues
- Most primary weapons have been buffed to the point that several nerfed ones are now more powerful than they originally were
- Several secondary, support weapons and stratagems also have been buffed
- Troublesome enemies have been toned down in different ways, combined with the weapon buffs they now should be easier
- Tons of fixes and additional improvements
PATCH 01.001.100
Overview
- Major Overhaul of Anti-Tank, Armor Penetration, Health and Armor Values
- Weapon & Stratagem Balancing
- Enemy Reworks
- Helldiver Health and Damage Mechanics Tweaks
- Gas Gameplay Mechanic Rework
- New Galactic War feature
- Emote Wheel feature
- Crash & Bug Fixes
Major Updates
Helldivers,Thank you for your valuable feedback. Many players have expressed feeling constrained in how they approach challenges, often relying on a limited set of tools while other options seem less effective. This has impacted your ability to play the game in a way that suits your preferences.So, what’s changing?
For all the bugdivers out there, many situations were previously either resolved with your primary weapon or anti-tank weapons, which haven’t always performed as expected. With the overwhelming presence of Bile Titans and Chargers, many weapon choices therefore became invalid.
To address this, we've reworked armor penetration, anti-tank weapons, enemy armor and health values. Our goal is to improve the effectiveness of weapons such as the Autocannon, Heavy Machine Gun, Flamethrower, and Anti-Materiel Rifle against heavily armored enemies.
Although they may not be as effective as specialized anti-tank weapons, they are now more viable choices making your loadouts more versatile, fostering better team collaboration and planning.On the Bot front, Hulks have also had their armor reduced, making them more vulnerable to a wider range of weapons. Additionally, to improve the gameplay experience, the Devastator and Gunship will now have a limited supply of rockets, and those rockets won’t hit as frequently as before.
This comes alongside the previously updated smaller impact radius for rockets, reducing excessive ragdolling.We’ve also made improvements to many primary weapons, bringing them closer in effectiveness to the most popular choices. This should offer more variety and flavor during your play sessions.We are adjusting damage mechanics to make the damage Helldivers receive more consistent over time by reducing 100% extra headshot damage to 50%.
To maintain the overall challenge of the game, we've slightly increased the damage taken to other parts of the body. Our intent is to preserve the intensity of the gameplay while minimizing frustrating situations where sudden headshots cause large damage spikes.With these changes, along with an upgraded Helldiver arsenal, enemy adjustments, and more consistent damage, the overall difficulty may slightly decrease. We'll be monitoring this closely and will listen to the community on how you think it feels.We want to assure you that your feedback remains essential to us.
Please share your thoughts on these updates, as we are actively listening. We plan to conduct another balance pass by Day 60 of our commitment to ensure we’re aligning with what you need for the best possible experience and to address any concerns or adjustments required. Your insights will be invaluable in refining these changes and making sure the game remains engaging and enjoyable for everyone.
Balancing
General
- Previously, partial damage dealt 50% of full damage, which we found to be overly punishing and reduced effectiveness too much, leading to an excessive reliance on high armor penetration weapons. We’ve now increased partial damage to 65% of full damage to address this issue.
- The Helldiver now takes less damage from headshots, which previously dealt 100% extra damage but now inflict only 50% extra damage. Damage from hits to other body parts has been slightly increased depending on the area hit. This adjustment aims to normalize overall damage while maintaining detailed damage zones, reducing spike damage.
Primary Weapons
- Liberator & Liberator Carbine
- Damage is increased from 60 to 70
- Durable damage increased from 14 to 17
- Stagger force increased from 10 to 15
- Max spare magazines increased from 7 to 8
- Starting spare magazines increased from 5 to 6
- Knight
- Damage is increased from 50 to 65
- Durable damage increased from 5 to 7
- Magazines now fully refill when picking up resupply
- Reduced recoil
- Liberator Concussive
- Now comes with a drum magazine which holds 60 rounds
- Number of mags reduced from 10 to 6
- The number of mags have been reduced due to larger magazine capacity
- Tenderizer
- Number of rounds in its magazine increased from 30 to 35
- Starting magazines increased from 4 to 5
- Breaker
- Now comes with an extended magazine which holds 16 shells
- Stagger force increased from 10 to 15
- Spray and Pray
- Now has a duckbill muzzle making its spread very horizontal but less vertical
- Total Damage increased from 192 to 240
- Scythe
- Cooldown is faster
- Adjustments to the heat VFX
- Scope changed to a low powered scope
- Removed recoil
- Sets enemies on fire faster
- Crossbow
- Explosion radius increased by 50%
- Explosion damage increased from 150 to 350
- Eruptor
- Shrapnel projectiles amount are set to 30
- Shrapnel damage is set to 110
- Explosion damage decreased from 340 to 225
- Shrapnel is back! We heard your feedback and re-introduced the shrapnel. We have replaced the original shrapnel with the Frag Grenade shrapnel to no longer instantly one-shot Helldivers with the exception of the occasional unlucky headshot. We also increased the amount of shrapnel
- Explosion radius increased by 33% (17% for inner radius and 50% for outer radius)
- Defender
- Damage increased from 70 to 75
- Durable damage increased from 7 to 8
- Liberator Penetrator
- Damage increased from 45 to 60
- Diligence
- Damage increased 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 increased from 15 to 20
- Blitzer
- Now has a weak stun effect that builds up per shot on its targets
- Torcher
- Damage increased by 50%
- Flamer mechanics reverted to before the Escalation of Freedom update
- Increased AP from 3 to 4
Sidearms
- Peacemaker
- Increased max spare magazines from 5 to 6
- Dagger
- Gains heat more slowly
- Removed recoil
- Damage increased from 200 to 250
- Sets enemies on fire faster
- Adjustments to the heat VFX
- Crisper
- Damage increased by 50%
- Flamer mechanics reverted to before the Escalation of Freedom update
- Increased AP from 3 to 4
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