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HELLDIVERS™ 2 News

PATCH 01.002.103

Freedoms Greetings Helldivers, Release Captain Carlberg here with the latest and greatest from Super Earth. For this update we also have a special message from High Command.
Lets dive in

Overview


Hello everyone!
It’s been an “interesting” week with a patch that had a few unexpected slip-ups. After testing and balancing, the wrong versions of some files for our new Warbond items were shipped, which wasn’t part of the plan. Misaligned scopes also made an unwelcome return, albeit in a new form - some bugs really are persistent, aren’t they? (Silently stares off into the distance…)
So, we even double-checked the scale of the LAS-16 Sickle, just to be sure.
On to the key points for this patch:
  • The LAS-17 Double-Edge Sickle was meant to start with light armor penetration and build up to medium as more heat built up, but it launched with medium armor penetration right away, even with zero heat.
  • The GP-31 Ultimatum also gained extra ammo from the previously-a-bug-but-now-a-feature Siege Ready armor passive and we feel that this specific combination is too strong.
    We’re huge fans of big booms booming big (to quote our fabulous Design Director) so we didn’t want to make the weapon less satisfying to use - we still want it to bring democratic tears to your eyes every time you use it, like it does for us. However, we will be addressing how easy it is to access extra ammunition for it, ensuring it requires a bit more effort to use it to the full effect.

It’s not our intent to release Warbond items that need immediate balancing, and we understand that any changes we make can evoke strong feelings. We want to assure you that we’re actively listening to your feedback and, as with any of our previous updates, we’ll keep monitoring the situation closely. Your input is invaluable, so please continue to share your thoughts on these changes. We’re always open to making further adjustments if needed!
[h2]Balancing[/h2]
Primary Weapons
LAS-17 Double-Edge Sickle
We’ve rebalanced the weapon to make the risk/reward dynamic more impactful. The goal is to ensure it feels like a truly powerful weapon while properly balancing the self-damage mechanics to reflect its high-risk nature. In the current live version, we felt it lacked both the punch and the level of risk we wanted and we didn’t feel it really lived up to our intent.

OLD
  • 0-25% heat: AP3 55 damage - Deals 0 damage/second to players
  • 26-90% heat: AP3 55 damage - Deals 10 damage/second to players
  • +91% heat: AP3 55 damage - Deals 50 damage/second to players + fire status effect


NEW
  • 0-25% heat: AP2 55 damage - Deals 0 damage/second to players
  • 26-50% heat: AP3 55 damage - Deals 10 damage/second to players
  • 51-90% heat: AP3 70 damage - Deals 20 damage/second to players
  • +91% heat: AP4 70 damage - Deals 50 damage/second to players + fire status effect
Magazines
  • Starting magazines increased from 1 to 2
  • Spare magazines increased from 2 to 3
Sidearms
GP-31 Ultimatum
We have seen a lot of mixed player feedback for this weapon and how certain players feel it trivializes some of the harder content whilst others feel it plays just fine and is a great addition to the game. We have carefully opted for an approach where we’d like to reduce the ease of access to additional ammunition while maintaining the weapon’s core identity as a powerhouse. This means players will need to put in more effort and strategy to maximize its effectiveness at the cost of some armor and booster synergy for this specific weapon.
We will continue to monitor these changes so please keep providing us more feedback!
  • The GP-31 Ultimatum is no longer influenced by the Hellpod Optimization Booster or the Siege Ready armor passive

[h2]Fixes[/h2]
Resolved Top Priority issues:
  • Fixed a bug where the scope aim-center was misaligned with the projectile's fire trajectory, affecting all weapons but most noticeable when aiming down sights (ADS)
Crash Fixes, Hangs and Soft-locks:
  • Fixed a rare crash that could occur when joining someone who is swapping weapons
  • Fixed a rare crash that could occur when hot joining a mission with the SEAF artillery objective present on the planet
  • Fixed a crash when subtitles were shown and the language was changed
  • Fixed a crash when shutting down the game while in a cutscene with the Democracy Space Station
  • Fixed a crash when changing language during a mission
  • Fixed a crash related to switching languages
  • Fixed a crash that could occur for other players after a player disconnects from the session
  • Fixed a crash caused by emoting right after dropping a support weapon
Weapons and Stratagems
  • Fixed an issue where you could accidentally arm the B-100 Portable Hellbomb backpack when entering the FRV
Miscellaneous Fixes
  • Fixed an issue with the level generation where some objective terminals could become non-interactable
  • Fixed an issue with the Integrated Explosives armor passive sometimes not triggering


May Liberty guide your aim Helldivers
Release Captain Carlberg out

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