HomePC GamesHelldivers 2 Update is Now Live With Major Balance Changes, Weapon Buffs,...

Helldivers 2 Update is Now Live With Major Balance Changes, Weapon Buffs, and More

Arrowhead Sport Studios’ long-awaited patch for Helldivers 2, model 1.001.100, is now out there on PS5 and PC. For individuals who need to hear and watch all of the adjustments in motion, take a look at the video beneath with Chief Artistic Officer Johan Pilestedt and Design Director Niklas Malmborg.

The replace focuses on many issues, together with anti-tank weapons, armor penetration, and well being and armor, whereas rebalancing weapons, Stratagems, enemies, and extra. The Autocannon, Heavy Machine Gun, Flamethrower and Anti-Materiel Rifle are actually more practical towards closely armored enemies (although anti-tank weapons are nonetheless top-tier).

Enemies just like the Automatons’ Hulks now have lowered armor, and the Devastator and Gunship have fewer rockets and lowered hearth charge. The explosions from their hits are additionally smaller, which implies ragdolling gamers. Helldivers have additionally undergone some adjustments, taking 50 % additional headshot harm as an alternative of one hundred pc.

Try a few of the steadiness adjustments beneath and full notes right here. One other steadiness move is approaching the ultimate day of the developer’s 60-day plan, so keep tuned for extra particulars.

Patch 1.001.100

Balancing

Basic

  • Beforehand, partial harm dealt 50% of full harm, which we discovered to be overly punishing and lowered effectiveness an excessive amount of, resulting in an extreme reliance on excessive armor penetration weapons. We’ve now elevated partial harm to 65% of full harm to deal with this challenge.
  • The Helldiver now takes much less harm from headshots, which beforehand dealt 100% additional harm however now inflict solely 50% additional harm. Harm from hits to different physique components has been barely elevated relying on the world hit. This adjustment goals to normalize general harm whereas sustaining detailed harm zones, decreasing spike harm.

Major Weapons

Liberator & Liberator Carbine

  • Harm is elevated from 60 to 70
  • Sturdy harm elevated from 14 to 17
  • Stagger power elevated from 10 to fifteen
  • Max spare magazines elevated from 7 to eight
  • Beginning spare magazines elevated from 5 to six

Knight

  • Harm is elevated from 50 to 65
  • Sturdy harm elevated from 5 to 7
  • Magazines now absolutely refill when selecting up resupply
  • Decreased recoil

Liberator Concussive

  • Now comes with a drum journal which holds 60 rounds
  • Variety of mags lowered from 10 to six. The variety of mags have been lowered as a result of bigger journal capability

Tenderizer

  • Variety of rounds in its journal elevated from 30 to 35
  • Beginning magazines elevated from 4 to five

Breaker

  • Now comes with an prolonged journal which holds 16 shells
  • Stagger power elevated from 10 to fifteen

Spray and Pray

  • Now has a duckbill muzzle making its unfold very horizontal however much less vertical
  • Complete Harm elevated from 192 to 240

Scythe

  • Cooldown is quicker
  • Changes to the warmth VFX
  • Scope modified to a low powered scope
  • Eliminated recoil
  • Units enemies on hearth quicker

Crossbow

  • Explosion radius elevated by 50%
  • Explosion harm elevated from 150 to 350

Eruptor

Shrapnel is again! We heard your suggestions and re-introduced the shrapnel. We now have changed the unique shrapnel with the Frag Grenade shrapnel to not immediately one-shot Helldivers aside from the occasional unfortunate headshot.

  • Shrapnel projectiles quantity are set to 30
  • Shrapnel harm is about to 110
  • Explosion harm decreased from 340 to 225
  • We additionally elevated the quantity of shrapnel
  • Explosion radius elevated by 33% (17% for internal radius and 50% for outer radius)

Defender

  • Harm elevated from 70 to 75
  • Sturdy harm elevated from 7 to eight

Liberator Penetrator

  • Harm elevated from 45 to 60

Diligence

  • Harm elevated from 125 to 165
  • Sturdy harm elevated from 32 to 42

Counter Sniper

  • Harm elevated from 140 to 200
  • Sturdy harm elevated from 14 to 50
  • Stagger power elevated from 15 to twenty

Blitzer

  • Now has a weak stun impact that builds up per shot on its targets

Torcher

  • Harm elevated by 50%
  • Flamer mechanics reverted to earlier than the Escalation of Freedom replace
  • Elevated AP from 3 to 4

Sidearms

Peacemaker

  • Elevated max spare magazines from 5 to six

Dagger

  • Features warmth extra slowly
  • Eliminated recoil
  • Harm elevated from 200 to 250
  • Units enemies on hearth quicker
  • Changes to the warmth VFX

Crisper

  • Harm elevated by 50%
  • Flamer mechanics reverted to earlier than the Escalation of Freedom replace
  • Elevated AP from 3 to 4


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