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The massive patch that came out recently buffed some guns, fixed a few bugs, but (re)introduced others...lol.

Still having some fun with it but it's hard to love with all the issues, TBH.
 
The massive patch that came out recently buffed some guns, fixed a few bugs, but (re)introduced others...lol.

Still having some fun with it but it's hard to love with all the issues, TBH.
I agree, I'm still having a good time with this game but the devs absolutely can not handle their own success. They have massive issues with their own testing and quality control.

One of their big issues imo is the engine they used. It's a discontinued and badly supported engine from what I understand which is where alot of the weird issues are coming from.

Either way i have absolutely gotten my $40 worth from it, just a shame as this game could absolutely be my goto time killer when I'm bored, but they need to fix their shit.
 
The massive patch that came out recently buffed some guns, fixed a few bugs, but (re)introduced others...lol.

Still having some fun with it but it's hard to love with all the issues, TBH.

I agree, I'm still having a good time with this game but the devs absolutely can not handle their own success. They have massive issues with their own testing and quality control.

One of their big issues imo is the engine they used. It's a discontinued and badly supported engine from what I understand which is where alot of the weird issues are coming from.

Either way i have absolutely gotten my $40 worth from it, just a shame as this game could absolutely be my goto time killer when I'm bored, but they need to fix their shit.
I echo these sentiments as well. Before the last "big" patch, I took a solid month away. For whatever reason, the devs would follow the same routine;

Release a Warbond
Fans enjoy the new weapons
Devs nerf the fun out of new weapons
Repeat

Their patches were essentially dick-punches. This last patch was a step in the right direction, but these bugs are tough to deal with. I mean, how could healing your character force-quit someone else's sprint?????
 
Yeah, some of the issues are baffling. Like, some of these should literally just be changing a number in the code somewhere. There must be some major spaghetti code going on.
 
The massive patch that came out recently buffed some guns, fixed a few bugs, but (re)introduced others...lol.

Still having some fun with it but it's hard to love with all the issues, TBH.

Yeah, some of the issues are baffling. Like, some of these should literally just be changing a number in the code somewhere. There must be some major spaghetti code going on.
There's a good write up on reddit why it's buggy. Something to do with the outdated game engine (autodesk stingray). They'll fix one thing, or modify something, that'll have an adverse affect on something completely unrelated.

The u/ebicat made everyone aware of an annoying bug: if someone stims while you're sprinting, you'll stop sprinting.
 
There's a good write up on reddit why it's buggy. Something to do with the outdated game engine (autodesk stingray). They'll fix one thing, or modify something, that'll have an adverse affect on something completely unrelated.

The u/ebicat made everyone aware of an annoying bug: if someone stims while you're sprinting, you'll stop sprinting.
I knew I read that somewhere lol
 
I stopped playing a couple weeks ago. Level 70-80 I think. They really need to fix these bugs and buff the 80% of weapons absolutely no one uses. Legit never seen anyone with a submachine gun and Helldiver difficulty sees the same three guns every game depending on who you are fighting. Strategems are actually pretty balanced IMO except maybe a couple outliers. Also all the friggin little cinematics were starting to bother me. When I join a game then either get kicked to make room for a hosts friend or the host leaves I got so sick of waiting for the respawn animation then walking all the way to the map. Like, it's 10 minutes just to get into a game sometimes which I just don't have the patience for. I doubt that will change though, I'm sure there a limits based on Playstation users and slower PC users.

Edit - most of the boosters are dumb as heck too.
 
Massive patch.
https://steamcommunity.com/games/553850/announcements/detail/7147864422081646860?snr=2___

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 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.

Shrapnel projectiles amount are set to 30
Shrapnel damage is set to 110
Explosion damage decreased from 340 to 225
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


Support Weapons

Dedicated anti-tank weapons like the Recoilless Rifle, Quasar, Commando, Expendable Anti-Tank, SPEAR, and Patriot Exosuit rockets have all received significant damage boosts to enhance their effectiveness.

These weapons generally fall into three categories:
Strong and Reliable: The Recoilless Rifle and SPEAR can afford to be less accurate when firing at armored targets since most hits will eliminate enemies the size of a Charger

Strong: The Expendable Anti-Tank and Quasar are highly effective, often killing targets with a single hit to a weak spot; otherwise, two solid shots will handle a Charger, or one shot for a Hulk

Less Strong: The Commando and Patriot Exosuit Rockets typically require 1-3 shots to take down a Charger or Hulk, depending on your aim

Grenade Launcher

Starting spare magazines increased from 1 to 2
Max spare magazines increased from 2 to 3
Explosion radius slightly increased


Laser Cannon

Cooldown is slightly faster
Removed recoil
Sets enemies on fire faster
Can now damage heavier enemies like Chargers, Bile Titans, Impalers, Hulks
Adjustments to the heat VFX


Arc Thrower

Range increased from 35 to 55
Now has a moderate stun effect that builds up on its targets
Jumps additional times
Durable damage increased from 50 to 100


Railgun

Durable damage increased from 60 to 225
Fully overcharging damage increased from 150% to 250%


Stalwart

Damage is increased from 60 to 70
Durable damage increased from 14 to 17
Stagger force increased from 10 to 15


Machine Gun

Stagger force increased from 15 to 20


Anti-Materiel Rifle

Durable damage increased from 135 to 180
Can now damage heavier enemies like Chargers, Bile Titans, Impalers, Hulks
Stagger force increased from 20 to 25


Heavy Machine Gun

Stagger force increased from 20 to 25
Can now damage heavier enemies like Chargers, Bile Titans, Impalers, Hulks


Commando

Demolition strength against structures has been reduced; it can no longer destroy Automaton Fabricators in a single shot. However, since the fabricators now have health, it can still take them out with two shots


Flamethrower

Damage increased by 33%
Flamer mechanics reverted to before the Escalation of Freedom update
Increased armor penetration from 3 to 4
Can now damage heavier enemies like Chargers, Bile Titans, Impalers, Hulks


Autocannon

Can now damage heavier enemies like Chargers, Bile Titans, Impalers, Hulks


Grenades

Frag Grenade

Shrapnel damage increased by roughly 50%
Max amount increased from 4 to 5
Refill increased from 2 to 3
Explosion radius increased


Thermite Grenade

Explosion damage increased from 100 to 2000
Shorter time until it ignites the thermite
Time until it explodes slightly reduced
Max number decreased from 4 to 3


Stratagems

Every Stratagem capable of damaging heavily armored enemies has had their damage increased to account for the increased health of heavier enemies. The goal with this change is to have the Stratagems on a similar or higher power level than before. In addition to that, we have made the following changes as well.

Eagle 500kg bomb

Explosion radius increased to match visuals better


Eagle Rockets

Damage slightly increased


Gatling Sentry

Stagger force increased from 15 to 20


Machine Gun Sentry

Stagger force increased from 15 to 20


Tesla Tower

Increased stagger force to match other Arc weapons
Now has a moderate stun effect that builds up per hit on its targets


Heavy Machine Gun Emplacement

Stagger force increased from 20 to 25
Can now damage heavier enemies like Chargers, Bile Titans, Impalers, Hulks


Patriot Exosuit

Gatling stagger force increased from 15 to 20


Emancipator Exosuit

Autocannon durable damage increased from 60 to 150
Rate of fire on its weapons increased from 125 to 175
Ammo increased from 75 to 100 per arm


Orbital Laser

Damage slightly increased


Orbital Railcannon

Damage slightly increased


Orbital Gas Strike

We are reworking the gas gameplay mechanics to become more crowd control focused in preparation for the Chemical Agents Warbond
The gas effect has been reworked to cause blindness and confuse enemies and Helldivers alike at the expense of reduced damage over time


Gameplay
General

New Galactic War Feature

The Galactic War map can now display the location of strategically important assets. This will make it much easier for the Helldivers to take them into consideration when deciding on their next move.


Emote Wheel feature

Players can now equip up to four emotes in the armory and access them using the new Emote Wheel feature by holding the Emote button. Additional separate key binding options are available for the Emote Wheel in the settings.


Added Dolby Atmos support on PS5


Enemies

Automaton Fabricators

Automaton Fabricators now have health and armor in addition to their existing destruction system. This means that while many high armor penetration weapons can still destroy them, it may take multiple hits to do so, depending on the weapon used
Added effects to clearer showcase their health state


Hulks (All versions)

Armor reduced from 5 to 4
Back weak spot slightly more durable
Back weak spot health decreased from 1000 to 800


Hulk Bruiser

Replaced the rocket launcher for an energy based cannon
Increased how frequently the Hulk Bruiser shoots


Tank

Front armor increased from 5 to 6


Berserker

Head health reduced from 150 to 125
Main health reduced from 1000 to 750
Abdomen is now a weak spot
Chainsaw damage increased


Devastators (All versions)

Main health reduced from 800 to 750
Devastators now flinch when hit, causing their aim to worsen, similar to the Conscripts. The intent is to make them easier to manage if you keep applying damage


Rocket Devastators

Now has a limited number of rockets, and you can see them disappear when they are spent
Added a reload mechanic from their backpack to replenish their rockets once
Rocket physics collision is smaller, making them easier to avoid


Gunships

Gunships now have a limited amount of rockets
Rocket physics collision is smaller, making them easier to avoid


Charger (All versions)

Armor reduced from 5 to 4
The butt weak spot health is decreased from 1100 to 950
The butt weak spot is slightly less durable
The belly armor reduced from 4 to 2
A damage multiplier has been added to the Charger's exposed flesh of the main body, now dealing 300% damage
Now turn slightly slower, when charging and moving normally
Now charge less often
Charge damage increased by 50%
Sideattack damage increased by 50%


Charger Behemoth

The butt weak spot health is decreased from 1200 to 950


Hunter

Health is reduced from 175 to 160


Scavengers

Health is reduced from 80 to 60


Bile Titan

Armor reduced from 5 to 4
We have reworked the Bile Titan’s belly gameplay
Belly armor reduced from 4 to 2
Introduced a separate belly health pool once the outer belly layer has been destroyed
Destroying the exposed belly health pool kills the Bile Titan


Impaler

Armor reduced from 5 to 4
Previously the Impaler could only retract its tentacles once during its entire lifetime when threatened, now it can do it several times
Its tentacles pursue you over a shorter distance from the impaler and prioritize players nearer to the impaler
If the impaler can’t see an enemy it will retract its tentacles after a brief period


Impaler Tentacles

Tentacle damage is increased
Reduced camera shake of the tentacle attack
The tentacles require less damage inflicted on them to retract


Planets and Modifiers

The Intense Heat and Extreme Cold modifiers are no longer static throughout the entire mission, and may now change based on time of day or different weather conditions
Some desert planets will now only have the Intense Heat modifier active during the day. This means that during night the planet will either have no modifier, or in some cases have the Extreme Cold modifier
Arid planets (similar to the Hellmire planet) will now only have the Intense Heat modifier active during fire tornado storms


Fixes

Fixed per weapon aim mode not saving correctly - NOTE: This patch will clear all the saved aim modes but everything should work correctly afterwards


Crash Fixes and Soft-locks:

Fixed a crash that could occur if shutting down the game during boot
Fixed a crash caused by players with unique skins timing out
Fixed a crash when vehicle skins are not properly synced
Fixed a crash caused by players leaving the game shortly after being reinforced while using unique hellpod skins
Fixed a rare crash produced by Bile Spewers attacks
Fixed a crash when interacting with the galactic war hologram
Fixed a crash when joining another super destroyer
Fixed a crash that could happen when you were participating in a secondary objective
Fixes crash when booting the game on PS5 with an unsupported systems language (such as French-Canadian)
Fixed a potential crash when new players hotjoin
Fixed a potential crash when other players were leaving the game
Fixed a rare crash when using the Hologram map and looking at the operations
You should no longer crash when interacting with the Galactic War Map when an update is required
Fixed a rare crash which could occur when joining a game session which has cycled through at least 32 unique players
Fixed an issue where objective stratagems cannot be completed if host migration happens
Fixed an issue where already joined players would be getting kicked when other players join the game
Fixed a bug where closing Steam overlay in the middle of the super credits purchase would stay in a broken state for any purchase after that (it previously needed a game restart to work again)
Fixed inaccessible shuttles after hosts leaving the game right before its landing
Fixed soft-lock during mission summary if the host left the game
Fixed an issue where emotes would not exit properly if you canceled them using sprint


Social Menu Fixes

Fixes to PS5 friends list



Miscellaneous fixes:

Evacuate High-Value Assets Objective

Fixed issue where enemies would spawn on top of the extraction
Enemies can no longer shoot generators from spawn points or from far away
Fixed enemy pathing where they would sometimes try to enter the base from the mountain on the side
Added more protection for the generators to prevent enemies shooting them from far away
Heavy and flying enemies now prioritize attacking the player before the generators and the gates
Fixed an issue where enemies would stop spawning for a period of time when the host leaves the mission



Conduct Geological Survey Objective

Fixed issue in “Conduct Geological Survey” mission in which the Seismic Probe could become inoperable if a player called it in and left the game or disconnected
Tweaked enemy spawns



Impaler

Fixed a bug where Impalers didn't receive explosive damage in their exposed weak areas
Fixed Impaler's tentacles not being pingable


The three following instances have been largely resolved, and the issues are now mostly fixed. Although rare occurrences may still happen with the Impaler in exceptional cases, they should be significantly less common.

Fixed a bug where standing near the Impaler's head during the tentacle retraction could cause Helldivers to be launched high into the air
Fixed a bug where tentacles spawning beneath players could occasionally launch Helldivers into the air
Fixed a bug where the Impaler’s tentacles could sometimes launch the Exosuits into the air when the player was inside


Fixed enemies not receiving damage properly when more than 10m away from the player
Fixed issue where Bile Titans may sometimes not take damage to the head
Fixed issue causing most weapons to shoot below the crosshair when using aim down sight
Fixed cases where the Hive Breaker drill might become inaccessible after being called in
Fixed issue where first-person view was misaligned with weapon sights when using the Ballistics Shield Stratagem
HMG scope is no longer misaligned
Fixed lens cutting issues in scopes
Fixed bug where multiple confidential data pickups could spawn in the same stronghold when only one is intended
Fixed two-person emotes getting players stuck in an animation lock
Fixed intro cinematic missing audio in German
Fixed an instance of Automatons shooting through walls
Fixed a bug where sometimes prerequisite objectives would be shown above the primary objective in the HUD
Fixed broken menus when opening the main menu right before entering the Hellpod (when the Loadout menu opens)
Fixed weapon preview in loadout not being visible right after inspecting armors/helmets/capes
Fixed Eagle payloads sometimes not blowing up in swamp biome
Fixed stronghold outposts giving (only visually) 0 rewards on the mission summary objectives screen
Fixed time-outed players still visible on the UI with the white player color
Fixed long player title names text now scrolling instead of overlapping with other texts
Fixed Reinforced Scout Strider showing the wrong name
Removed the deprecated Orbital Flare Stratagem from Stratagem hero
Fixed a bug where some of the stratagems did not have data being shown in the Loadout
Fixed reinforcements called and stratagems used numbers on mission end
Fixed issue of drill objective floating in air when hot joining an ongoing 'Nuke Nursery' mission
Disabled invite/join functionality when players are playing in a different game version
Fixed player names not showing on ship after a mission
Fixed a desync issue in how many civilians have been extracted in "Emergency Evacuation" mission
Fixed unexploded Hellbombs on the terrain not being pingable
Fixed not seeing teammates equipment when hot-joining a mission
Fixed 'Failed to Extract' text incorrectly shown when extracting with the shuttle scene
Solved the issue where the player will not unlock the new difficulties after fulfilling the requirements for it
Binding Stratagem inputs to other buttons should not block terminal inputs
Fixed other players helldivers showing over the weapons/armors when they are joining and the player is selecting equipment selection in Loadout
Fixed a bug when starting the mission even if exiting loadout. Going back to the briefing screen will now unready the player
Fixed the issue where the players can click on entries through the tabs on the bindings menu
Pinged enemies and objects now display correctly after changing language
Fixed stratagem canceling purchase experience where moving mouse up and releasing the mouse button would not stop filling the button and the purchase process
Fixed an issue in our ragdoll optimizations where the wrong collision filters were used for some physics actors, leading to queries hitting unintended shapes
Fixed a bug in our ragdoll optimization code which caused some explosion types to deal incorrect damage
An incorrect message about removing a friend will no longer be displayed in the player information popup
Fixed multiline text sometimes being misaligned
Fixed issue where it scrolled down/up 2 Warbonds in the Acquisitions menu when scrolling with the left controller stick
Fixed motion controls while aiming when the "Motion Sensor Enable Mode" option is set to "Aiming" regardless of Aim input type
Fixed a bug where the player can change tabs while changing the ship's name
Fixed no final ready up sound played when rejoining a mission
Map markers on objectives will follow the objective if it changes position, as in the case of SSSD drives
Fixed issue where the player can throw an unlimited amount of grenades/throwing knives after diving into shallow water while holding and then throwing the last throwable
Fixed another issue where players could be stuck holding the stratagem ball if they open the stratagem menu directly after the previous action
Now the game client displays a proper error message with useful information when the PlayFab login fails
Fixed ADS projectile misalignments
Fixed aim block raycast issues in ADS
Fixed aim position misalignments that happen from repeatedly entering and exiting ADS
Fixed displayed incendiary mines icon and anti-tank mine label when the mine racks for these stratagems were marked/pinged
Fixed issue when changing tab in Armory while scrolling clears the scroll view
Fixed a bug that allowed players to bypass heat build-up for both the Scythe and Sickle when switching weapons during their reload animations
Fixed an issue where the 500kg bomb impact explosion was not being triggered
Fixed an issue where you could find several Confidential Data assets in Fortress locations
Increased the red zone size during drop select for Fortress locations
Improved error reporting on the splash screen to provide better support
Enemies now spawn during "Spread Democracy" objectives
Added another visual effect to the orbital cannon
Fixed Automaton projectiles clipping through assets
Fixed an issue where the Combat Walker bumping into a big building would destroy it
Fixed some assets bouncing flamethrower flames back
Fixed an issue where incorrect SFX audio for weapons with custom fire modes were being played
Fixed extraction timer not showing in landing beacon when mission time is over
Fixed health not synced correctly after the duration of stim heal (especially in friendly fire situations)
Fixed audio SFX cutouts when switching between weapons


Known Issues
These are the highest priority issues that were either introduced by this patch and are being worked on, or are from a previous version and have not yet been fixed. This is not a comprehensive list.

Top Priority:

Players may not receive Friend Requests sent from another platform
Large units have no audio cues, allowing them to sneak up on players
Enemies will try to shoot the generators through walls in the Rescue High-Value Assets mission
Enemies are sometimes capable of shooting through walls
Social menu is stuck on ‘Please Wait Democratically’ for some players
Dead bodies of Chargers can launch the Helldiver into the air
Stratagem balls bounce unpredictably off cliffs and some spots
Players may sometimes be unable to join specific friends, or are returned to ship when joined


Medium Priority:

Reinforcement may not be available for players who join a game in progress
Mines may become invisible or may disappear in Multiplayer lobbies
Pelican-1 may sometimes be launched away if hit with an impaler tentacle
Supply packs may be incorrectly used if pressing down on a controller while calling in a stratagem
Friends "Invite only" games can still be seen on the Galactic War Map but cannot be joined
High damage weapons will not detonate hellbombs
Some enemies that bleed out do not progress Personal Orders and Eradicate missions



If you made it this far this is Release Captain Carlberg, Vice Admiral Ayre and Chief Correctional officer Baskin signing off.
May Liberty guide your path
 
This is a redemption patch for sure, the community seems to be loving it and the feeling of being a badass dealer of death is back.
Yeah, devs (self-admittedly) pulled their heads out of their asses and realized you shouldn't be nerfing fun out of a PvE game.

Next step is tackling some of their performance issues (y)
 
Good riddance. Personally, I've never stopped playing and generally sided with the "nerfs bad" consensus. AH's old "we don't want a meta" balance philosophy that was actually creating an unfun meta of ~2-3 viable builds (at higher difficulties ofc). Nerfing the flamethrower, which was already the nichest of niche support weapons, during the Freedom's Flame event was insane... Hopefully we can bury that dead horse and get back to fighting instead of running away from engagements.

Basically it seems like AH is now adopting the philosophy of "if something is underperforming, then buff it, don't nerf the popular alternatives" and I'm 100% behind that.
 
I gotta fire this up again. I couldn’t figure out how to call in the air strike in the tutorial and i went ‘baaaaah’ and never played it again 😂
 
That patch makes me want to return to the game. Hope this is the trend going forward.
 
New warbond releases Oct. 31


View: https://www.youtube.com/watch?v=m053YyNixug

1000004681.png



Looks very cool but nothing to mind blowing for weapons. New armor perk sounds nice though, should be some kind of flinch resist when being hit.

I'm more excited by the armor and colour's schemes than the actual weapons lol. Won't pay real money for this one but I'm only 200 super credit away from being able to grab it anyways. Not that hard to grind out quick.
 
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Been playing with my middle kid and its a ton of fun. I've now logged about twice as much time as them! No regrets paying 39.99 for it here.
 
Honestly this is one of those games that I would have been happy paying full price for. Wicked deal at any discount.
Yeah, this appears to be the game I've been looking for for a while. Have a lot to learn but fun so far.
 
Enjoy your time with it! There ar things to critique and I wish they'd make some changes, but it seems like the death spiral they were previously on thanks to the nerf-anything-fun policy has been thankfully walked back. I do wish we'd get more variety in missions, gear, and the new enemy faction plus especially vehicles; I'll feel better when we have everything from HD1 and then more but Helldivers 2, and a few others lik Deep Rock Galactic are some of the co-op titles that respect your time and money the most.
 
Enjoy your time with it! There ar things to critique and I wish they'd make some changes, but it seems like the death spiral they were previously on thanks to the nerf-anything-fun policy has been thankfully walked back. I do wish we'd get more variety in missions, gear, and the new enemy faction plus especially vehicles; I'll feel better when we have everything from HD1 and then more but Helldivers 2, and a few others lik Deep Rock Galactic are some of the co-op titles that respect your time and money the most.
Do you remember when everyone was expecting them to release the Illuminate months ago? I want to believe they pivoted resources to Quality of Life instead of farting out new content monthly and it really shows.
 
Its in an ok spot right now. Its not as exciting with 15k people online as when it had 400k online. The orders and campaigns feel completely pointless and the "galatic war" has lots its shimmer and now feels on-rails. Nothing we do seems to matter. But the gameplay is still awesome.
 

Massive sudden update!

Illuminate are back, new city based enviroments! And a new vehicle in game. As well as some nice QOL changes like reconnects after a crash.

Patch notes here:

https://store.steampowered.com/news/app/553850/view/501684880435839706?l=english

Release Captain Carlberg here together with Galactic Communications Specialist Baskin and Vice Admiral Ayre bringing you the latest and greatest from Super Earth Command.
We have a lot to cover so lets dive straight in.

Overview
Reconnect to your last match!
Balance changes
Crash Fixes
Social Menu fixes
Miscellaneous fixes


Helldivers, the Omens of Tyranny have arrived!
The Illuminate are back, and with them, a new wave of terror threatens our democracy. After nearly a century of relative peace, these technologically advanced enemies have returned.
The Illuminate are conducting mysterious invasions across the galaxy, seizing our colonies and converting our citizens. These staging attacks and Illuminate disappearances are too precise and elusive to suggest a full-scale planetary conquest, but their methods and intentions remain a dire enigma.

A new faction
Missing for almost a century, the Illuminate will challenge our recruits more than the other factions they have faced. They are advanced, highly-intelligent beings wielding powerful technology that appears to average citizens like a kind of dark magic.

The Illuminate have seemingly emerged from the singularity created by the destruction of Meridia. Even though we don’t know the true origin of the invasion, we have no choice now but to suppress three factions in the Galactic War.

New colony missions
Omens of Tyranny is bringing the fight into the streets, with new mission areas inside Super Earth’s many colonies.

But it won’t be easy. Gone are the wide open spaces that Helldivers are accustomed to fighting in. Cities mean closer quarters, dark alleys, and forked paths where one wrong turn means meeting a horde of Voteless to liberate.

New FRV vehicle
With all these new developments, there won't be time to take driver's ed. courses, Helldiver. A Fast Recon Vehicle “FRV” will now appear in the colonies, ready to plow through the Illuminate at high speed.


Balancing

General changes
Exploding Barrels
The barrels have been upgraded with a more potent fuel mixture and now come with additional incendiary compounds to increase fuel efficiency. However, upon detonation they now leave a trail of fire behind, becoming more hazardous

Helldiver
Thanks to Super Earth’s latest military technical advancements, all Helldiver armor now comes with a fire-retardant coating. It now takes slightly longer for Helldivers to be set on fire

Primary Weapons
SG-225SP Breaker Spray & Pray
Improved ergonomics from 25 to 50


Sidearms

SG-22 Bushwhacker
Reload duration decreased from 3 to 2.5 sec

Throwables
G4 Gas Grenade
Demolition strength increased from 10 to 30

G-10 Incendiary Grenade
Increased the fire duration

Stratagem Support Weapons
RL-77 Airburst Rocket Launcher
New weapon function: In addition to the existing ‘Flak’ projectiles, players can now switch to ‘Cluster’ munition projectiles. Cluster projectiles detonate based on a timer, not a proximity trigger. Both modes deploy the same number of bombs, with the following differences:
Flak projectiles and bombs work the same as before
Cluster munition bombs have a short arming time
Cluster munition bombs do not have detonation timers

LAS-98 Laser Cannon
Max spare magazines increased from 1 to 2
Decreased heat buildup when firing by 20%


Boosters
Flexible Reinforcement Budget
Increased the bonus gained by the Flexible Reinforcement Budget Booster by 150%

Expert Extraction Pilot
Increased the bonus gained by the Expert Extraction Pilot Booster by 100%

Muscle Enhancement
Increased the bonus gained by the Muscle Enhancement Booster by 40%

Motivational Shock
Increased the bonus gained by the Motivational Shock Booster by 100%


Armor Passives
Peak Physique
Increased the melee damage bonus gained by the Peak Physique armor passive by 100%


Backpacks
LIFT-850 Jump Pack
Can now aim whilst airborne
Can now stim whilst airborne
CAUTION: The combination of flames and fast forward momentum in flight can have unexpectedly heated results. Aim responsibly!


Stratagems
All Sentries
It takes longer for them to be set on fire, they burn for a shorter duration, but still take damage from direct flamethrower weapons fire.


EXO-49 Emancipator Exosuit and EXO-45 Patriot Exosuit
Both exosuits have been rebalanced to improve durability and extend combat effectiveness, while preserving a sense of vulnerability as they now gradually break down from sustained damage. The intention is to improve the experience with Exosuits by adding more gameplay depth
Main health pool increased from 600 to 850
Cockpit health pool increased from 450 to 500
Cockpit armor increased from 2 to 3
Arm health pool increased from 250 to 350
Arm armor decreased from 3 to 2
Leg health pool increased from 500 to 600
Slightly less durable resistance against projectiles


Gameplay
Social
You can now rejoin your last match after a crash


Automatons
Reinforced Scout Strider
Reduced the number of Reinforced Scout Striders spawning on higher difficulty levels
Increased the minimum range for Reinforced Scout Strider rocket launches
The Reinforced Scout Strider will now stand in place before launching its rockets
Added a brief delay before rockets are launched
Improved rocket launch anticipation and readability with new thruster visual effects
The rockets on the side of the Reinforced Scout Strider should now explode with more consistency when shot by players



Fixes

Resolved Top Priority issues:
Resolved an issue where, under heavy server load, some players did not immediately receive their Super Credit purchases after payment
Players are unable to shoot properly while in the air using a jetpack
Fixed an issue where bug breaches would not spawn any bugs when carrying a larva backpack
The Automaton Barrager Tank's turret no longer continues to work despite its body being destroyed
Fixed an issue where the Hive Drill terminal was unable to be interacted with
Reinforcement may not be available for players who join a game in progress


The Reinforced Scout Strider does not telegraph its rocket attacks
The spawn rate of Reinforced Scout Striders on higher difficulty levels has been reduced
The minimum range for rocket launches by the Reinforced Scout Strider has been increased
The Reinforced Scout Strider will now pause before initiating a rocket launch
New thruster visual effects improve the anticipation and clarity of rocket launches
The side rockets of the Reinforced Scout Strider now explode more reliably when hit by players

Excessive ragdolling can cause a feeling of helplessness and frustration
The Helldiver will now remain prone after ragdolling instead of automatically standing up.
Fire status effects also now wear off faster when ragdolling
This will provide better protection and survivability in the prone position by reducing vulnerability to ranged attacks, explosions, fire and additional ragdoll effects. It will also give players control of their avatar sooner, allowing them to decide whether to stand, run, crawl, use a stim, or take other actions without waiting for the avatar to stand automatically.
We are continuing to monitor ragdolling issues and exploring potential adjustments. We welcome your feedback on these changes and their impact on gameplay!


Crash Fixes and Soft-locks:
General crash fixes
Fixed a crash that could occur when returning to ship while a lot of explosions were going off
Fixed a crash that occurred when a player hot-joined at the end of an ongoing mission, stayed in the loadout screen until the mission was completed, booted from the menu and then transferred to the host's ship. If the player then selected new stratagems and deployed them after landing on a new mission, the game would crash
Fixed a rare crash that could occur shortly after joining a new game
Fixed a crash that could occur during drop-in after hot-joining a game in progress
Fixed a crash for clients when joining as a party that occurred at the loadout menu


Social Issues
Resolved an issue where players could attempt to join AFK friends that were incorrectly displayed as "in-ship" when they were on the splash screen, causing errors like "Unable to join the lobby, timeout"
Fixed an issue that was leading to the social menu and lobby system to not work properly after long periods of being AFK
Fixed an issue that prevented the social menu from displaying your friends' updated nicknames
Fixed an issue where Helldivers 2 friend code features were missing when crossplay was disabled
Resolved an issue where users with a large number of in-game friends couldn't see some of their friends' in-game status properly, preventing them from being able to invite or join their friends
Removed the ability for players to use hex codes in usernames, which was exploited to impersonate developers and crash other players' clients


Weapons and Stratagems
Exosuits now instantly ejects Helldivers when they’ve been fully submerged in water
Binding Stratagem inputs to other buttons no longer causes terminal interactions to be canceled
Fixed an issue with Tesla tower attacks knocking down Helldivers using the Electrical Conduit armor passive
Helldivers will no longer take fall damage when the LIFT-850 Jump Pack engages its landing thrusters
Fixed an issue where Helldivers mounting the E/MG-101 HMG Emplacement would instantly die when the E/MG-101 HMG Emplacement was destroyed
Fixed an issue where Helldivers were able to shoot from their currently equipped weapon during the assisted reload


Missions
Fixed an issue where the Stronghold map icon was hidden when Atmospheric Spores or Ion Storms were active during missions
Enemies
Fixed an issue where enemies wouldn’t detach from the Fabricator on Automaton missions
Fixed enemies sometimes bouncing up and down
Miscellaneous Fixes
Fixed an issue where players were able to move while emoting victory poses
Text-to-speech will now stop immediately when the setting is disabled
Improved Automaton dropship crash animations
Emote input type no longer ignores players settings (hold, tap etc)
The HUD now displays the danger vignette when taking environmental damage
Solved an issue where the Hellpods created incorrect shadows on the planet during the drop-in sequence
Reports have surfaced of some Helldivers sneaking extra stims into their resupply bags—those caught have been tried and sent for re-education
This fixes an issue with incorrect amount of stims being granted in resupplies
Stims are no longer interrupted after the healing audio is triggered
The Democracy Space Station Menu now displays the contribution amounts accurately
The minimum currency donation for the Democracy Space Station Tactical Actions has been reduced. The "Insufficient Funds" popup will now only appear if you attempt to donate with a currency balance of 0
The Abandon Mission With Squad option is now hidden when playing alone
The session invite sound will no longer play when receiving an invite from a blocked player
Fixed a rendering issue on bright surfaces where they would sometimes flicker when HDR was enabled
Fixed an issue where dispatches font size was too small
Minor improvements to the HUD when entering/exiting Exosuits
Minor improvements to heat-based weapons UI
Resolved an issue that caused a softlock when attempting to exit the PSN link screen while in the loadout selection menu


Known Issues
These are issues that were either introduced by this patch and are being worked on, or are from a previous version and have not yet been fixed.

Top Priority:
Players are unable to emote when flying through the air
Stratagem balls bounce unpredictably off cliffs and some spots
Improvements to the Democracy Space Station


Medium Priority:
Firebomb Hellpods can no longer destroy larger enemy types such as tanks
Players can get stuck on Pelican-1’s ramp during extraction
High damage weapons will not detonate Hellbombs already present on the map
Players using the Microsoft IME languages are unable to type Korean, Japanese and Chinese language characters in chat
Weapons with a Charge-up mechanic can exhibit unintended behavior when firing faster than the RPM (Rounds Per Minute) limit


This has been liberties greatest.
Quell the squid invasion and take back our colonies Helldivers.

End of Transmission
Release Captain Carlberg, Galactic Communications Specialist Baskin and Vice Admiral Ayre
 
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Is there an optimal way to solo grind mats to acquire ship and strategem upgrades? Seems like a slog. Focused now on soloing, leveling slowly, and upgrading until I'm more comfortable with game mechanics and have some decent tech to deploy.
 
Is there an optimal way to solo grind mats to acquire ship and strategem upgrades? Seems like a slog. Focused now on soloing, leveling slowly, and upgrading until I'm more comfortable with game mechanics and have some decent tech to deploy.

I was hoping to try solo with like the easiest setting possible.
 
I was hoping to try solo with like the easiest setting possible.
I kept it at 1 until recently and just moved on to 2 (at level 7) and still handling things OK. Just slowly learning how the maps and enemies work. Also trying to dial in what FOV I like. Started at 90 but now down to 75. I've mixed in some multiplayer, but with friendly fire on, I've experienced extraction griefing one too many times already. I don't have time for that shit. I'm hoping there's a "best way" to gain mats solo so I can not waste as much time gearing up.
 
Super samples are the ones that are tough to get. You need to play difficulty 6 or 7 missions minimum to see those. My 15yo and I can duo up to diff 8-9 and not get totally wiped all the time on Bot missions. The Illuminate are crazy at diff 6 and Bugs less so but the two of us get most samples on the Bot front. Find a Discord that organizes sample runs and people who actually play as a team and not do the intentional TK stuff all the time. I have joined randoms at difficulty 6-9 missions and haven't been purposefully TK'd at all. Maybe we need some players on [H] to organize some drops?
 
I kept it at 1 until recently and just moved on to 2 (at level 7) and still handling things OK. Just slowly learning how the maps and enemies work. Also trying to dial in what FOV I like. Started at 90 but now down to 75. I've mixed in some multiplayer, but with friendly fire on, I've experienced extraction griefing one too many times already. I don't have time for that shit. I'm hoping there's a "best way" to gain mats solo so I can not waste as much time gearing up.
What you said about team kills - that's actually part of the goofiness of the game. It's a very "humans are expendable in the name of preserving humans" tongue in cheek joke that you continually kill your comrades while trying to exterminate the enemy. Sure, there are people who take the game waaaayyyy too seriously and will team kill when they think you're not carying your weight, and those people suck.

If you can convince three of your friends to hop on all at once, a 4 man team where you can communicate will get you better equipment faster for sure. That's because you can take on more enemies at once at higher levels, and the higher level you go, the more XP, samples, requisition slips etc. you find. Even more to the point, you can communicate and say "my bad" when you team kill (cause, oh my, will you team kill). That is the best way to learn and progress in the game and maximize fun IMO.

If you're going solo
  1. Always having a strategem to bail yourself out is pretty key. So I like the Orbital Gas Strike - it has a very low cooldown of ~75 seconds and (when well placed) will kill a lot of bugs and bots (or put distance between you while they thrash about in the cloud).
  2. Have multi-range weapons. Sidearm Defender (the machine pistol) has gotten me out of sticky situations pretty often.
  3. If you search out the Defense missions (the missions where you are mostly stationary and protect 8 missile launches) are pretty easy to beat when you bring turrets, so they would probably be a reliable source of XP and requisition slips (though not samples).
  4. The Blitz missions, though they are 12 minutes long have entirely the same amount of samples, side objectives, and loot containers as a full size 40 minute mission. So, if you can get friends and be really efficient in closing bug holes and bot fabricators, those are sometimes the fastest way to gather a large amount of the resouces. Always remember, though, samples must be extracted....so you have to make sure you can get back in the 12 minutes they take.
Hope you can find some good people to play with....really the game can get kind of hollow without friends if you ask me. And, that is really the faster method. If you don't have friends, the hug emote is a great check to see whether the other person is taking the game too seriously or not.
 
What you said about team kills - that's actually part of the goofiness of the game. It's a very "humans are expendable in the name of preserving humans" tongue in cheek joke that you continually kill your comrades while trying to exterminate the enemy. Sure, there are people who take the game waaaayyyy too seriously and will team kill when they think you're not carying your weight, and those people suck.

If you can convince three of your friends to hop on all at once, a 4 man team where you can communicate will get you better equipment faster for sure. That's because you can take on more enemies at once at higher levels, and the higher level you go, the more XP, samples, requisition slips etc. you find. Even more to the point, you can communicate and say "my bad" when you team kill (cause, oh my, will you team kill). That is the best way to learn and progress in the game and maximize fun IMO.

If you're going solo
  1. Always having a strategem to bail yourself out is pretty key. So I like the Orbital Gas Strike - it has a very low cooldown of ~75 seconds and (when well placed) will kill a lot of bugs and bots (or put distance between you while they thrash about in the cloud).
  2. Have multi-range weapons. Sidearm Defender (the machine pistol) has gotten me out of sticky situations pretty often.
  3. If you search out the Defense missions (the missions where you are mostly stationary and protect 8 missile launches) are pretty easy to beat when you bring turrets, so they would probably be a reliable source of XP and requisition slips (though not samples).
  4. The Blitz missions, though they are 12 minutes long have entirely the same amount of samples, side objectives, and loot containers as a full size 40 minute mission. So, if you can get friends and be really efficient in closing bug holes and bot fabricators, those are sometimes the fastest way to gather a large amount of the resouces. Always remember, though, samples must be extracted....so you have to make sure you can get back in the 12 minutes they take.
Hope you can find some good people to play with....really the game can get kind of hollow without friends if you ask me. And, that is really the faster method. If you don't have friends, the hug emote is a great check to see whether the other person is taking the game too seriously or not.
This is all great in info. Thanks.
 
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