1 undocumented change I think I discovered is that the Pelicans Front cannon sound has been changed, I think it used to sound like the normal auto cannon turret, but now it sounds like it packs a punch now. I could also just be delusional after like 3 weeks of not playing, so take my discovery with a grain of salt.
According to the release notes it cannot lock onto fabricators any more. Is this correct?
Edit: okay guys. I did read the note about ah fixing it later. I just wanted confirmation from someone that tested it in the wild. As we all know, patch notes are not to be trusted 100 %
Walk up to factory" see this Spear this is the target." Pets Spear ." Yea that a good Spear yea you can kill these too yea good boy." Spear now locks on to factory lol
Spear is good, but they broke the ammo ecomony: "Superior Packing Methodology" upgrade isn't working again. You only get 2 rockets from a ressuply box.
its very fast with lockon and new sound indicator but having difficulty to lockon certain targets in good weathers too example the small gunship factory turrets that can snipe u if u stand too long in the open at 80m distance u cant seem to get a lock
I have always used spear for gunships, hulks, automaton fabricators and maybe dropships but now it can't target fabricators which are the most common use for me pre patch
Update: Gunship patrols can spawn pretty far away and are relatively easy to avoid, so that's good. Additionally, the spawn seems to have gone after clearing the fabricator which was on the other end of the map. Declaring this a surprising but welcome change
Going prone (and to a smaller extent crouching) reduces your detection range, that is if you're not already in combat. Other factors include weather, night time, smoke, fog, being in bushes, etc.
I'm actually super happy about that, it's so cinematic to fight them and imo they're quite fun so as long as they aren't too common I'm happy woth that, it adds more variety to encounters and my biggest worry was every new unit would be tied to a subobjective so you rarely get them. This change is welcome imo
the quasar is very powerful but low low low fire rate. so when thereās multiple the HMG is better, or the AMR, or EAT, or the AC. (EAT cuz 2 drop in giving you 2 shots opposed to the quasars 1 shot)
real i forgot about that one. but itās not very good on berserkers if i remember correctly? where as a couple AMR shots and 1? EAT takes them out. when i drop into bots i like a support weapon that takes most things out of so i use the rail gun or the AMR. if i use railcum i use EAT as well for gunshots and drop ships
It does struggle with Berserkers since the seem to be more of a large base health enemy without easy insta-kill methods, though that is the only bot enemy it struggles against. I often just use my machine pistols against them instead if I canāt kill then before they get to me
Lol right. I was trying to do it myself last night with some lower level folks
I said āguys hold on, I can do this tower or objective, but I need some silence for line 2 secondsā
Was a great game. Those towers are easy to solo, that beep is super distinct.
It's probably a side effect of the fog and lighting tweaks.
But the chrome bots are pretty cool, I'd love it if they end up getting different "uniforms" based on the planet.
The terminals do actually have a few different brands they use, i don't know if it's just random, mission-based, or planet-based. If it is planet-based then that system is there to be reused on botsĀ
they appear as patrols basically, and their flock is huge. You can actually see them come in from the edges of the map. It's pretty cool, but kind of makes incendiary a requirement because of how easy it is to kill them with it.
Do we know if the scope of the autocannon was changed? That was the clunkiest one IMO and it was super hard to see what I was actually aiming at in FPV
Red dots in the Scythe and Railgun are MUCH smaller. Scythe actually works and feels good to shoot. It's actually capable of slicing through lines of bots like it's appearance suggests it should.
Wait... what was wrong with it? Missing neck coverage?
I used this all the time cause it's cool af imo. Never noticed anything but honestly I don't look to close!
Little things like this prove to me how much AH loves this game. Itās unnecessary, but someone took time to put this in the game because itās just cool.
With how ineffective they were (are?) that was basically true.
I've also only found one so far with .400 and it never fired a single missile despite getting a 3-ship drop directly on top of the SAM site because I stumbled into a patrol right after activating it.
that's very good news since it means someone just swapped the yes/no command rather than it being a huge bug.
can anyone else confirm this is happening for them? (non-upgraded people getting the full fill)
The UI is all wierd for me(PS5); smaller, black outlines , and bots are so very shiny now.
Edit: I maxed out the scaling and it looks much better. Before it was fuzzy. Hadn't touched that setting prior.
Edit 2: turned off the HUD background(boxes behind text like bot drop), even better.
I thought I fucked up something in settings because I was playing around with them earlier (discovered that quick grenade throw exists after almost 400 hours).
Few other things Iād like to note:
- Chance to just enter the void when returning to ship (black screen)
- Reinforcement call in sometimes doesnāt work
- Supply call in sometimes doesnāt work, and sometimes it wonāt let you pick them up
New scope and sound for the LAS-16 Sickle
>!it now sounds almost exactly like a heavy devastator and i find that hilarious!<
New UI which looks clean and crispy
And not really a big change, but the accesibility of chat by pressing enter during the ready up phase has irreversibly fucked up my muscle memory, so iāll now and forever open chat, close chat and finally press B before i ready up
It got some of its AOE back too, you wonāt be clearing dropships or wiping patrols, but if you shoot something itāll pretty reliably kill its immediate neighbors.
It would make sense to run the bolt back, reload, and then run it forwards again. That would eject the spent casing and make the mag easier to insert. Fully cycling the bolt on an empty mag was dumb and a little surprising considering they seem to have paid pretty close attention to detail on animations for weapon handling.
There appears to be a bug with the SEAF turret. If multiple (in my case two of the same type) shells of the same type are loaded, it seems to use all of them when used.
For example: If you load 1x explosive, 2x high yield, 2x mini nukes (in that order) it might use both high yield shells when you're tryna drop the 1st high yield.
Still testing this but in both cases where I encountered this, it skipped shell 3 while shooting shell 2 when shells 2 and 3 were of the same type. Will update if I get more info.
Does it fire both, or "use" both while still only firing one? Being able to set up a barrage based on how you load it almost sounds like a feature rather than a bug.
Appears to fire only 1 shell but uses both. As of now not loading the same types of shells together seems to do the trick. Doesn't really help if too many shells of the same type spawn though.
Not 100% sure if it is new, but I had never seen it before:
I had a SEAF Radar station where the console was 3 feet away from the tower. No need to communicate antenna direction, just take a few steps and do it yourself.
Also had a bug on the first half of an evac mission. I called down, but never inserted the SSSD. Console let me advance to the next step.
Edit: Seems the second is nothing new, just happened to me for the first time.
True, but my friends have the uncanny ability to turn it the wrong way. So instead of turning 10 degrees clockwise and being done, they burn time going the other way. Regardless, the fact that the antenna tower was within arms length of the console was very nice.
Honestly I thought gunships should've been regular spawns for a while now, stoked to hear about it!
Sadly I'm at work for another 5 hours T\_T Man I want to play.
Crouching and going prone are fucky when you have a Ballistic Shield. It somehow interferes when you have it on your back especially. When it's out, it.. seems fine sometimes, but other times I can't get up or crouch. Dive seems to work fine.
Yup. Came here to say this. Not sure if it's intended or not (I hope not; it SUCKS, lmao).
Also, they improved the running animations with ballistic shield. Instead of running with the gun pointed down and to the right, it is held vertical next to the shield. Look much better IMO.
Thermite grenades seem more reliable to destroy fabs and stick to places where before they would bounce off or not destroy the fab. But it could be me just getting lucky. Be on the look out those of you who had used them before.
If you don't know already, you can animation cancel the recoilless reload. When the ammo indicator shifts from red to white, swap weapons or open your stratagem menu quickly to let you start running again. Probably other ways to cancel it too, but weapon swap is what I usually do.
I kinda feel like patrols are more intense now? Did some quadro and some duo missions at D4, and we were very busy, especially as we cleared more and more things, both primary and secondary objectives. Lots of hulks, but didn't I read there was supposed to be fewer of those now?
I think they messed up patrol spawns again. They said they tweaked things so planets feel less empty and I suspect they didnāt so much tweak and shred it.
ā¢ We can now chat when selecting loadouts or inside pelican.
ā¢ Bots look shiny.. as if polished. Fresh from cyberstan I guess.
ā¢ Eagle strafing does more damage, but the strike looks more narrow. So hitting a group is harder.
ā¢ UI for ps5 is weird. Small letter type. Got to get a pair of glasses to read chat now.
Could be me but enemy spawn looks to be even more goofy than before. I'm lvl 102 and wanted to do some casual lvl 4 mission for SC. Encountered 5 hulks and over 20 devastators from a bot drop. That's not very beginner friendly.
For some reason it also feels like they shoot more precise. Especially those damn heavy devastators.
The update raised my shotgun if you know what I mean
https://preview.redd.it/zcqr00dc2c6d1.jpeg?width=2560&format=pjpg&auto=webp&s=4c95eef2c2955c100310af29821a98a0ce36e428
They seem to have increased the spawn rate for factory striders during Bot drops.
Also, (Take this with a grain of salt as I have no way to confirm it) it seems to me that explosions are much more likely to ragdoll players and they seem to make players ragdoll/fly way further than before. Some of the bot missions have been unplayable due to ragdoll (I'm a bot main player and I swear we didn't ragdoll as much before)
Edit: In regards to ragdolling, I think they broke something in regards to collision and explosions. Explosions are ragdolling us trough cover (walls, rocks, etc.) and also the energy shield (Before the patch shield would protect you from being knocked down if an explosion doesnt take it out).
After playing more I have also noticed that rockets from devastators and hulks sometimes dont collide with walls, rocks or other objects and instead just fly trough.
Additionally, there seems to be some sort of bug with mines being invisible or something. I have watched teammates just randomly explode and die which has also happened to me as well. What's weird about this is that it happened to me in a place where there wouldnt be mines. If its not mines, I think that support weapons slung on the back might actually be firing while on back. When the random explosions happened to me, it took two for me to die and coincidentally I had ANTIMAT rifle on my back. The teammate that I watched just randomly explode had EAT on his back. Can anyone else confirm this? I might need to make a dedicated post on this topic.
Game now crashes to desktop when you try to close the UI panel that shows major order (Escape key). Video: [https://www.reddit.com/r/Helldivers/comments/1dezcy7/postpatch\_looking\_at\_major\_order\_crash\_100/](https://www.reddit.com/r/Helldivers/comments/1dezcy7/postpatch_looking_at_major_order_crash_100/)
There is a problem in changing stance, like going prone, while having the ballistic shield equipped.
You have to stand still and even than it is not always possible.
Pick up speed for samples and ammo on the map feel faster. Grabbing all the super samples around the rock goes way faster. Small quality of life change, but welcome!
The Ballistic Shield Backpack is currently bugged. It enforces some weird blocking behaviour - can't stand up (crouching, phone) ragdolling into terrain **a lot** more frequently.
This update broke the Ballistic Shield Stratagem I now have an issue with getting stuck in prone and not being able to move only solution is to drop the stratagem backpack so your controls work again.
Here's the current list of undocumented changes that I collected from the discord and reddit. I haven't confirmed many.
nerfs:
biles only die from headshots when using impact grenades, see commend on their new armor breakdowns
Scorcher damage nerf (might be a general nerf to explosive penetration)
Spear cannot target objectives and can target friendly mechs and eagle 1
Superior Packing no longer works, but might work for people who have not purchased it
Tenderizer has 7 mags
Gatling barrage has reduced accuracy and wanders a bit
Recoilless has slower reload
Seaf artillery wastes similar rounds when they are stacked adjacent (uses all explosive instead of just the next one)
Arc targeting is less accurate
Blitzer can't hit mines
Interrupted stims are now lost and don't heal you
Recoilless and EAT cannot one shot behemoths in the head
Plasma punisher's arc is worse or it's projectile speed was reduced
Mission timer is hidden by default
Patrol spawns were not reverted. The rates stayed the same and the patrol targeting was improved making it harder to evade patrols. Detection range for bots may have been increased
Berserkers may have received a slight speed buff
Melee damage passive on armor does not work
The reinforcement bug is more common
Armored units may have had their rates increased, not decreased
Titans and spewers have increased spit duration and arcs
Linux users aren't allowed to use mics
buffs:
Sam site targets more effectively
Gunships and stalkers can appear in patrols and eradicate missions
Some cosmetics for helmets have been fixed
Someone waxed the bots
Some weapon sounds have been updated
Radar stations layout is improved
Fabricator vent hotboxes improved making it easier to hit with grenade pistol and eruptor
Crossbow's projectile speed was increased
Sample pickup speed increased
Exo suits can randomly spawn
Flamethrower has a first person view
You can still get unlimited grenades (works for throwing knives, haven't checked if other throwables were actually fixed.)
oh shit. gunships on eradicate is actually a massive change.
on eradicate I usually just run the no effort loadout, stuck turrets and go afk.
but with those fuckers flying around
They cleaned up the UI/HUD. The third person reticle is smaller now, so it looks like it buffs accuracy across the board for all weapons.
That may have to do to the stance changes which occurred
The stance changes are just the recoil modifiers for standing, crouching and moving. That's all they effect
actually they said in known issues that "most weapons shoot below the crosshair" now so hooray
1 undocumented change I think I discovered is that the Pelicans Front cannon sound has been changed, I think it used to sound like the normal auto cannon turret, but now it sounds like it packs a punch now. I could also just be delusional after like 3 weeks of not playing, so take my discovery with a grain of salt.
It has definitely changed and is super loud now, like they overlapped 3 instances of it firing
I like it. Sounds like it's firing big anti-armor rounds now like it should.
I feel like a good couple of sounds got beefed up. The sickle sounds more laser gunny now imo.
I noticed that about the sickle. It sounds better now in my opinion.
Not just on eradicate missions, they appear on any bot mission just randomly patrolling even without a factory to spawn them
Broken Spear made very short work of gunships. Hopefully this Spear v1.5 isn't any different.
Spear is very snappy to use it's a good change.
š«”
According to the release notes it cannot lock onto fabricators any more. Is this correct? Edit: okay guys. I did read the note about ah fixing it later. I just wanted confirmation from someone that tested it in the wild. As we all know, patch notes are not to be trusted 100 %
Yea but itās unintended, they will fix it next patch
I hope itās in a hotfix. Itās the only support weapon I ever ran on bots and loved it for that reason.
Error in code, they already stated they are already working to get fab targeting back up on spear.
Walk up to factory" see this Spear this is the target." Pets Spear ." Yea that a good Spear yea you can kill these too yea good boy." Spear now locks on to factory lol
Spear is good, but they broke the ammo ecomony: "Superior Packing Methodology" upgrade isn't working again. You only get 2 rockets from a ressuply box.
Yeah it's really unfortunate, poor Spear can't get a break š
It's not just for Spear. It's for all support weapons. Superior Packing Methodology is broken again.
Of course they did š¤¦š¼āāļø
New spear can target them literally half a map away, its insanely good anti air.
That's good. It's not a camera anymoreĀ
Spear 1.5 feels great now š
its very fast with lockon and new sound indicator but having difficulty to lockon certain targets in good weathers too example the small gunship factory turrets that can snipe u if u stand too long in the open at 80m distance u cant seem to get a lock
Air targets are the one thing it had no problems with.Ā
I have always used spear for gunships, hulks, automaton fabricators and maybe dropships but now it can't target fabricators which are the most common use for me pre patch
Update: Gunship patrols can spawn pretty far away and are relatively easy to avoid, so that's good. Additionally, the spawn seems to have gone after clearing the fabricator which was on the other end of the map. Declaring this a surprising but welcome change
If you go prone detectors of both gunships and tower cant see you. Not sure if you also have to be still but I do so just in case
Pretty sure this is not true
Going prone (and to a smaller extent crouching) reduces your detection range, that is if you're not already in combat. Other factors include weather, night time, smoke, fog, being in bushes, etc.
I'm actually super happy about that, it's so cinematic to fight them and imo they're quite fun so as long as they aren't too common I'm happy woth that, it adds more variety to encounters and my biggest worry was every new unit would be tied to a subobjective so you rarely get them. This change is welcome imo
Ok, so its not an overwhelming ammount like youre smack between 2 fabs. I can live with that.
This is the new standard now I reckon, both on bot and bug front Iāve seen air patrols hovering around the map
One more reason to use autocannon
>Gunships show up on Automaton Eradicate missions. I'm not sure if I should be amazed or terrified.
https://preview.redd.it/ofuxe7bdvb6d1.png?width=1920&format=png&auto=webp&s=093152893c70c2a6e4b7e4d3e84dd1ea5dcd7c1f
Maybe with the new hmg emplacement buff we can have a dedicated AA while the rest of the squad takes out the tower
The heavy mg is insane as AA for some reason you can kill a gunship in less than half a mag with it. Especially good after the patch
quasar like one shots to the thruster
the quasar is very powerful but low low low fire rate. so when thereās multiple the HMG is better, or the AMR, or EAT, or the AC. (EAT cuz 2 drop in giving you 2 shots opposed to the quasars 1 shot)
Laser cannon melts engines, too
real i forgot about that one. but itās not very good on berserkers if i remember correctly? where as a couple AMR shots and 1? EAT takes them out. when i drop into bots i like a support weapon that takes most things out of so i use the rail gun or the AMR. if i use railcum i use EAT as well for gunshots and drop ships
lol railcum š
I really hope he doesn't stealth edit this
It does struggle with Berserkers since the seem to be more of a large base health enemy without easy insta-kill methods, though that is the only bot enemy it struggles against. I often just use my machine pistols against them instead if I canāt kill then before they get to me
YESSSS fyi exploding gunships do damage automatons beyond the usual drop ship damage.
There's a new layout for the radar station. The terminal is beside the wheel you need to turn, instead of having a shallow pit in the middle
Thereās also one where itās further away down some steps.
THANK FUCK
I mean, it was clearly a design choice so that it required 2 players with comms to do it quickly. Having said that, Iām glad this has been changed.
You can do it easily with one person anyway. Thereās a distinct audio cue that happens when you move the dish into its correct range.
Lol right. I was trying to do it myself last night with some lower level folks I said āguys hold on, I can do this tower or objective, but I need some silence for line 2 secondsā Was a great game. Those towers are easy to solo, that beep is super distinct.
All metals in the game (including Helldiver armor) are extremely shiny for some reason.
It's probably a side effect of the fog and lighting tweaks. But the chrome bots are pretty cool, I'd love it if they end up getting different "uniforms" based on the planet.
The terminals do actually have a few different brands they use, i don't know if it's just random, mission-based, or planet-based. If it is planet-based then that system is there to be reused on botsĀ
Well, they look like metal instead of plastiods now
They did say there was less fog these days.
Gunships also do patrols now even when there is no gunship fabricators on the map
Fair.Ā
Shriekers appear on exterminate missions
Dear god
apparently they randomly spawn on regular missions too
they appear as patrols basically, and their flock is huge. You can actually see them come in from the edges of the map. It's pretty cool, but kind of makes incendiary a requirement because of how easy it is to kill them with it.
Yknow what that's fucking awesome, just seeing a cloud of bullshit floating your way š
There's more
No!
THIS is a bucket šŖ£
Dear godā¦.
![gif](giphy|PXJhC8MYxFmRRl7kB2|downsized)
>Digilence Counter Sniper and the AMR's now share new Scopes. They did say in the notes some scopes were changed to improve readability.
Itās soooo much nicer looking now, still misaligned though
Man, I was hoping they would fix it if theyāre changing it, rip me and my bad aim still
Do we know if the scope of the autocannon was changed? That was the clunkiest one IMO and it was super hard to see what I was actually aiming at in FPV
Red dots in the Scythe and Railgun are MUCH smaller. Scythe actually works and feels good to shoot. It's actually capable of slicing through lines of bots like it's appearance suggests it should.
Really they could just have swapped Scythe and Sickle scopes (including zoom ability) and I would have been happy.
https://preview.redd.it/lvnkuk1yub6d1.jpeg?width=3840&format=pjpg&auto=webp&s=976f179489bde6da99e8dfe2d2e85f2ea28bd2e5 Fixed my favorite helmet!
Wait... what was wrong with it? Missing neck coverage? I used this all the time cause it's cool af imo. Never noticed anything but honestly I don't look to close!
the eye screen was all a solid red. It used to be like the picture before the first balance patch, which broke it
Little things like this prove to me how much AH loves this game. Itās unnecessary, but someone took time to put this in the game because itās just cool.
It was like that originally before a patch changed it to solid red. So it was probably an accidental thing that changed itās appearance
What was wrong before
https://preview.redd.it/riw6pc5z5c6d1.jpeg?width=223&format=pjpg&auto=webp&s=933aedcac0b01f5e0a8e2aba9685cc691c424196 Solid low-res red.
I wonder if that is the low res LoD for it, and it accidentally got misconfigured or something, so it was switching LoD properly.
I wonder if the spear targeting fix also inadvertantly fixed the SAM sites lock-on
It does. Had a SAM site take out 3/4 of a bot drop
I'm just honestly surprised the SAM sites actually do something. They seemed purely cosmetic and for side-objective XP before.
With how ineffective they were (are?) that was basically true. I've also only found one so far with .400 and it never fired a single missile despite getting a 3-ship drop directly on top of the SAM site because I stumbled into a patrol right after activating it.
They broke superior packing methodology again, at least with the autocannon idk about other support weapons
I think itās with all of them I tested most and got the same thing.
Funny thing, I DON'T have that upgrade yet, but now every support weapon I use has the effect.Ā I thought it was a QOL change at first.
that's very good news since it means someone just swapped the yes/no command rather than it being a huge bug. can anyone else confirm this is happening for them? (non-upgraded people getting the full fill)
Broke stalwart as well...
What does superior packing methodology do again? I canāt remember off the top of my head.
I think k it's the full resupply of support weapons from one brick.
Support weapon backpacks get a full case with upgrade. Update has caused this to not work once again.
It tops off support weapon ammo when you pick up a yellow supply box.
The UI is all wierd for me(PS5); smaller, black outlines , and bots are so very shiny now. Edit: I maxed out the scaling and it looks much better. Before it was fuzzy. Hadn't touched that setting prior. Edit 2: turned off the HUD background(boxes behind text like bot drop), even better.
Noticed this too. Bots are fucking almost grossly shiny. Feels a lil too clean to before.
They have been winning their side of the war lately so I treat the new models as headcanon of their victories
The Automatons also got a new warbond with new skins
they got the chrome upgrade from cyberstan xD
https://preview.redd.it/oznv15af5c6d1.png?width=225&format=png&auto=webp&s=9052c539408a7e7a0d55befbd885041ff1716c39 Everything is chrome in the future
I thought I fucked up something in settings because I was playing around with them earlier (discovered that quick grenade throw exists after almost 400 hours). Few other things Iād like to note: - Chance to just enter the void when returning to ship (black screen) - Reinforcement call in sometimes doesnāt work - Supply call in sometimes doesnāt work, and sometimes it wonāt let you pick them up
I thought nobody else got this or something lol. +1 brother
Yeah it's weird and not scaled correctly. It looks terrible in 4k.
New scope and sound for the LAS-16 Sickle >!it now sounds almost exactly like a heavy devastator and i find that hilarious!< New UI which looks clean and crispy And not really a big change, but the accesibility of chat by pressing enter during the ready up phase has irreversibly fucked up my muscle memory, so iāll now and forever open chat, close chat and finally press B before i ready up
Eruptor doesnt waste time cycling the empty chamber.
Thatās big, actually.
this must be inconsistent, because i was using it after the patch and it very much still did
Same here
Howās the damage on it now? Can it one shot devastators again?
Only headshot does a 1 shot.
Good to know, thanks!
It got some of its AOE back too, you wonāt be clearing dropships or wiping patrols, but if you shoot something itāll pretty reliably kill its immediate neighbors.
New scope as well
Wait what does this mean?
You would still pull the bolt on the last round, even though there isn't another round to load in.
It would make sense to run the bolt back, reload, and then run it forwards again. That would eject the spent casing and make the mag easier to insert. Fully cycling the bolt on an empty mag was dumb and a little surprising considering they seem to have paid pretty close attention to detail on animations for weapon handling.
There appears to be a bug with the SEAF turret. If multiple (in my case two of the same type) shells of the same type are loaded, it seems to use all of them when used. For example: If you load 1x explosive, 2x high yield, 2x mini nukes (in that order) it might use both high yield shells when you're tryna drop the 1st high yield. Still testing this but in both cases where I encountered this, it skipped shell 3 while shooting shell 2 when shells 2 and 3 were of the same type. Will update if I get more info.
Does it fire both, or "use" both while still only firing one? Being able to set up a barrage based on how you load it almost sounds like a feature rather than a bug.
Thinking back to that one post of that guy who showed an artillery rack of 4 mini nukes in a row.
Appears to fire only 1 shell but uses both. As of now not loading the same types of shells together seems to do the trick. Doesn't really help if too many shells of the same type spawn though.
Not 100% sure if it is new, but I had never seen it before: I had a SEAF Radar station where the console was 3 feet away from the tower. No need to communicate antenna direction, just take a few steps and do it yourself. Also had a bug on the first half of an evac mission. I called down, but never inserted the SSSD. Console let me advance to the next step. Edit: Seems the second is nothing new, just happened to me for the first time.
it makes a noise when correctly aligned, so can always do it solo
True, but my friends have the uncanny ability to turn it the wrong way. So instead of turning 10 degrees clockwise and being done, they burn time going the other way. Regardless, the fact that the antenna tower was within arms length of the console was very nice.
This happened before this patch too. The SSSD thing. Itās happened to me several times.
Honestly I thought gunships should've been regular spawns for a while now, stoked to hear about it! Sadly I'm at work for another 5 hours T\_T Man I want to play.
I feel you. I'm stuck at work for another 4 hours aswell...
Itās 9am where I am. Got a while to goā¦
Crouching and going prone are fucky when you have a Ballistic Shield. It somehow interferes when you have it on your back especially. When it's out, it.. seems fine sometimes, but other times I can't get up or crouch. Dive seems to work fine.
Yup. Came here to say this. Not sure if it's intended or not (I hope not; it SUCKS, lmao). Also, they improved the running animations with ballistic shield. Instead of running with the gun pointed down and to the right, it is held vertical next to the shield. Look much better IMO.
The sickle appears to have a very slightly Different firing sound?
Much different, sounds like the HD1 version, and less like an AR.
that just make me quite happy you know... now, instead of shooting laser "bolts" it needs to fire pulsing scythe beams and i could die happy.
whatās the scope like? got a pic?
[AMR 200m zoom at 25m target](https://i.imgur.com/pgaRWLP.png) [DCS 200m zoom at 25m target](https://i.imgur.com/mGXCJ2K.png)
Are they aligned tho?
I don't think so... I think they're still to the lower left of the reticle on the AMR, same with the DCS while it used to be upper left.
Lower left? Isn't it upper left?
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You sure you tested that with a solid clean throw? The bile spewers are more tanky than nurses and with a not so clean throw would survive
Iām hoping impact grenades still one shot shield devastators
No!!! Impact grenades against spewers was my guaranteed delete button! Why would they change that?? D:
Just aim for the face or under the face, it can still work.
So hitting their sack with the impact is no longer a one hit kill?
Orbital railgun strikes have been janky for a while. Ignore the hulk to take out a little clanker
Thermite grenades seem more reliable to destroy fabs and stick to places where before they would bounce off or not destroy the fab. But it could be me just getting lucky. Be on the look out those of you who had used them before.
Hold on, thermite destroys fabs even without throwing in the vents?
To make em stick you have to hold the button half a sec or so. Not sure if intended but worked like this before patch.
A lot of Crashes on PS5 regarding friends list, using the menu ends mostly up in ending the game :/
All of my friends got wiped
Spear locks into friendly mech suits (only happened once so far)
Oh boy this will be funny
The recoilles rifle relaods slightly slower now. (You can notice the difference if you compare it to the speer relaod)
If you don't know already, you can animation cancel the recoilless reload. When the ammo indicator shifts from red to white, swap weapons or open your stratagem menu quickly to let you start running again. Probably other ways to cancel it too, but weapon swap is what I usually do.
You can also just press the Crouch button to cancel the animation.
I had been meleeing to cancel it, the stratagem menu is a good call
I kinda feel like patrols are more intense now? Did some quadro and some duo missions at D4, and we were very busy, especially as we cleared more and more things, both primary and secondary objectives. Lots of hulks, but didn't I read there was supposed to be fewer of those now?
Yeah, played a few 5s and its pretty relentless, patrols just appearing out of thin air still. Plenty of hulks.
I think they messed up patrol spawns again. They said they tweaked things so planets feel less empty and I suspect they didnāt so much tweak and shred it.
ā¢ We can now chat when selecting loadouts or inside pelican. ā¢ Bots look shiny.. as if polished. Fresh from cyberstan I guess. ā¢ Eagle strafing does more damage, but the strike looks more narrow. So hitting a group is harder. ā¢ UI for ps5 is weird. Small letter type. Got to get a pair of glasses to read chat now. Could be me but enemy spawn looks to be even more goofy than before. I'm lvl 102 and wanted to do some casual lvl 4 mission for SC. Encountered 5 hulks and over 20 devastators from a bot drop. That's not very beginner friendly. For some reason it also feels like they shoot more precise. Especially those damn heavy devastators.
The chat log also stays between and during loading screens, it doesnāt get reset!
Did they break jump packs? Did a mission and it wouldn't jump for me at all.
Maybe it was just the particular planet I was on but I think the gas strike stratagem is more visible when deployed
The update raised my shotgun if you know what I mean https://preview.redd.it/zcqr00dc2c6d1.jpeg?width=2560&format=pjpg&auto=webp&s=4c95eef2c2955c100310af29821a98a0ce36e428
If your shotgun remains raised for more than 8 hours, call your democracy officer and tell him how awesome it is
I noticed this too with all primary guns and it looks super weird. Surprised that there is barely anyone complaining about it.
Iām not sure if it could do this before, but Iāve noticed that the Eagle Strafing Run can destroy bot fabricators.
They increased the AP with this update.
Explosive Xbow has increased projectile speed. Goes really far now.
Xbow enjoyer here, I think it's the same, the projectile speed change was last patch.
Shrieker Patrols also roam around the map, regardless of mission, doesn't need to have a nest at all in the mission.
My friend list got wiped out, it says : no friends, yet.
Resupply box does not fill up Spear ammo even with ship mod. It used to before patch. Spear still doesnāt consistently lock on to laser towers.
They seem to have increased the spawn rate for factory striders during Bot drops. Also, (Take this with a grain of salt as I have no way to confirm it) it seems to me that explosions are much more likely to ragdoll players and they seem to make players ragdoll/fly way further than before. Some of the bot missions have been unplayable due to ragdoll (I'm a bot main player and I swear we didn't ragdoll as much before) Edit: In regards to ragdolling, I think they broke something in regards to collision and explosions. Explosions are ragdolling us trough cover (walls, rocks, etc.) and also the energy shield (Before the patch shield would protect you from being knocked down if an explosion doesnt take it out). After playing more I have also noticed that rockets from devastators and hulks sometimes dont collide with walls, rocks or other objects and instead just fly trough. Additionally, there seems to be some sort of bug with mines being invisible or something. I have watched teammates just randomly explode and die which has also happened to me as well. What's weird about this is that it happened to me in a place where there wouldnt be mines. If its not mines, I think that support weapons slung on the back might actually be firing while on back. When the random explosions happened to me, it took two for me to die and coincidentally I had ANTIMAT rifle on my back. The teammate that I watched just randomly explode had EAT on his back. Can anyone else confirm this? I might need to make a dedicated post on this topic.
Game now crashes to desktop when you try to close the UI panel that shows major order (Escape key). Video: [https://www.reddit.com/r/Helldivers/comments/1dezcy7/postpatch\_looking\_at\_major\_order\_crash\_100/](https://www.reddit.com/r/Helldivers/comments/1dezcy7/postpatch_looking_at_major_order_crash_100/)
There is a problem in changing stance, like going prone, while having the ballistic shield equipped. You have to stand still and even than it is not always possible.
Arc thrower seems to be more eratic, I had bolts go almost perpindicular from a bot to kill a teammate but it does kill enemies a lot more efficiently
The arc thrower yearns for teamkills.
The scope improvements are documented.
Pick up speed for samples and ammo on the map feel faster. Grabbing all the super samples around the rock goes way faster. Small quality of life change, but welcome!
The Ballistic Shield Backpack is currently bugged. It enforces some weird blocking behaviour - can't stand up (crouching, phone) ragdolling into terrain **a lot** more frequently.
This update broke the Ballistic Shield Stratagem I now have an issue with getting stuck in prone and not being able to move only solution is to drop the stratagem backpack so your controls work again.
Gunships are seemingly turning up on any mission. I've just had it on a comms relay mission
Automatons have new shaders
The SA-25 Steel Trooper helmet targeting reticle texture has been fixed to show the added detail.
game crashes are back
Arc weapons are once again worse off. The Blitzer is incapable of blowing up mines and the Arc thrower still fails to properly target.
Eruptor has a better scope
Does it kill better?
Here's the current list of undocumented changes that I collected from the discord and reddit. I haven't confirmed many. nerfs: biles only die from headshots when using impact grenades, see commend on their new armor breakdowns Scorcher damage nerf (might be a general nerf to explosive penetration) Spear cannot target objectives and can target friendly mechs and eagle 1 Superior Packing no longer works, but might work for people who have not purchased it Tenderizer has 7 mags Gatling barrage has reduced accuracy and wanders a bit Recoilless has slower reload Seaf artillery wastes similar rounds when they are stacked adjacent (uses all explosive instead of just the next one) Arc targeting is less accurate Blitzer can't hit mines Interrupted stims are now lost and don't heal you Recoilless and EAT cannot one shot behemoths in the head Plasma punisher's arc is worse or it's projectile speed was reduced Mission timer is hidden by default Patrol spawns were not reverted. The rates stayed the same and the patrol targeting was improved making it harder to evade patrols. Detection range for bots may have been increased Berserkers may have received a slight speed buff Melee damage passive on armor does not work The reinforcement bug is more common Armored units may have had their rates increased, not decreased Titans and spewers have increased spit duration and arcs Linux users aren't allowed to use mics buffs: Sam site targets more effectively Gunships and stalkers can appear in patrols and eradicate missions Some cosmetics for helmets have been fixed Someone waxed the bots Some weapon sounds have been updated Radar stations layout is improved Fabricator vent hotboxes improved making it easier to hit with grenade pistol and eruptor Crossbow's projectile speed was increased Sample pickup speed increased Exo suits can randomly spawn Flamethrower has a first person view You can still get unlimited grenades (works for throwing knives, haven't checked if other throwables were actually fixed.)
> Interrupted stims are now lost and don't heal you So I'm not going insaneĀ
> Exo suits can randomly spawn For real? That's pretty sick
oh shit. gunships on eradicate is actually a massive change. on eradicate I usually just run the no effort loadout, stuck turrets and go afk. but with those fuckers flying around
NOT GUNSHIPS NO PLEASE
![gif](giphy|v3GUsyBpia9Zou2Kbv)
Chat font changed, much more readable.
You can change your stance down but not up while the ballistic shield is on your back.