Patch dispatch from High Command For this patch we bring you a number of adjustments fixes and improvements do aid your democratic endevours Overview For this patch, we have made improvements and changes to the following areas: Balance changes to weapons, stratagems, and enemies Change to the Spread...
Yep, that's a huge nerf. I think that's 8 seconds to charge now, which is an eternity in combat.
Update, I misinterpreted the notes. Tested in-game and confirmed that the charge-UP time is unchanged, that's still 3 seconds to spin up and fire. The change is to the cool-DOWN, which I believe is now 15 seconds instead of the original 10 seconds. I tested on a normal temperate planet, so I don't know how much hot and cold planets affect this if any.
I'd call this a slight nerf, but a pretty fair one considering the Quasar effectively has infinite ammo.
The steam patch notes are lacking some details from the discord patch notes. check out Enemy Patrol
:
:
:
Stratagems
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
Enemies
Balancing adjustments have been made to
Bile Spewer and Nursing Spewers movespeed 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 health and armor increased
Gunship spawners now have a much lower cap on how many gunships they can have active at the same time.
Enemy Patrols
We unintendedly had non-linear scaling of the patrol spawns so they didn't spawn as often as they should have when less than 4 players. The intention is that 1 player has 1/4th of the patrols compared to 4 players, but it used to be that they had 1/6th.
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.
🎮 Gameplay
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.
The patch note about increased enemy spawns the less players are in your party is strange to me. It's already more difficult with less players, and even when I want to risk matchmaking with randoms, half the time only one or two join me.
I don't have enough friends to consistently have a 4 man party, so it seems a little bit of a backhanded change to make it even harder when I don't think anyone was thinking that was needed
Same, it’s definitely a change designed to get people more grouped up so you may have to start setting your missions as public. Motivators could be server capacities(?) and anti-super credit farming / more community orientation
That's why I mentioned that even when setting to public it's not consistent that 4 people join me.
I doubt it's anti-SC since you can farm that on trivial, but according to word going around it's more of a bug fix than a change, but I'm not sure why they put it under balancing instead of bug fixes if they didn't want the community to perceive it as such
Scout strider Riders now less vulnerable to explosions
Aw man that sounds like a huge nerf to the Scorcher and Eruptor. Being able to kill the scouts by shooting them in the front with explosive weapons made them so much more manageable.
Yeah, but right now you two tap the Striders with the Scorcher and it kills the rider. And the Eruptor can do it in a single shot. But that kills the rider and not the Strider itself. Not sure if the Autocannon does the same thing or if it blows up the Strider.
Looks like it now takes two AC rounds to kill a strider from the front, up from one pre-patch, or four shots from the Scorcher, up from two. This was with shots to the hip/groin area of the walker. Tolerable change IMO, Striders were made really trivial due to the numbers of ACs and Scorchers players were often bringing vs. bots. The AC in particular staggers the Strider badly, so while the first shot no longer kills the strider it will prevent it from shooting back before the kill shot lands.
I hardly ever manage to overheat it, but when I do it tends to be because I really need to and reloading is faster than waiting for a cool-down. Won't be able to do that as much, but not too bad of a nerf overall.
As someone who enjoyed using the crossbow (mostly bug maps) I maybe saw another using the crossbow on 6 other occasions. Why do this? It is now unusable.
Had anyone had a chance to test the ricochet? The way it reads sounds like a stupid attempt to artificially increase the difficulty if every shot just bounces straight back.
I don't believe the ricochet mechanic has changed. Bullets have the same chance of bouncing off armor and they'll glance off in some variable direction, just as they did before the patch. What has changed is that it's now possible for ricochets to damage you. Previously you couldn't kill yourself with an unlucky ricochet that comes back and hits, now the friendly fire is enabled on your own projectiles. The patch note for this change was incredibly poorly worded, making it sound like ricochets would always come straight back at you. I played half a dozen games tonight, saw plenty of ricochets and didn't have the misfortune of having one come back towards me. It could depend on individual weapons though, I saw one clip of a recoilless rocket round bouncing straight back from a Heavy Devastator shield and killing the Helldiver who fired it. Seemed... very not right, but I think you have to be pretty unlucky to experience a bad bounce that comes straight back and hits you.
Still no progress on the RX 7000 cards crashing constantly and without obvious reason. It’s been on the known issues page on the AH website since launch.
I set mine to 2555 because of Star Citizen (and Ratchet & Clank, but I finished that game a while ago), so I've had no issues with HD2 since the first week or so of release. Can confirm it works.