HELLDIVERS™ 2

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Patch 01.003.004

Emergency Update incoming from high command and Release Captain Carlberg.
It has come to our attention that the Illuminate menace has scrambled our stratagem pads input matrix resulting in loss of combat strength.
Issuing a firmware update to all Helldivers input pads for a stronger connection to the Super Destroyer

Fixes
  • Fix for fast input of stratagem commands not working correctly

Now go forth and spread our message of Democracy

Continue reading...
 

Patch 01.003.003

Freedoms Greetings Helldivers! Release Captain Carlberg here bringing you the latest updates from the Heart of Democracy.

Overview
  • Bug fixes
  • Stability
  • Crash Fixes
  • Reinforced Epaullettes passive adjustment
Armor Passive Change
After hard fought battles on super earth our Masters of Ceremony have become more grizzled and stronger. With their limbs not suffering any breakages, Helldivers adorned with these armors are finding themselves able to reload faster and punch harder.

We have been monitoring your feedback in regards to armors and their passives. We have made some adjustments to the Masters of Ceremony armors, adding 2 extra perks:
  • Increased Reload Speed of primary weapons by 30%
  • Increased Melee Damage by 50%
We will monitor sentiment around this and assess going forward
Fixes
Crash Fixes, Hangs and Soft-locks:
  • Fix a crash caused by browsing and interacting with the weapon customization menu too quickly
  • Fixed crash that could occur when exiting a 'Take down overship' mission after joining mid session
  • Fixed crash that could occur when joining an ongoing 'Repel invasion fleet' mission
  • Fix for another crash that could occur in "Repel invasion fleet" mission
  • Fix for crash related to audio
  • Fixed crash that could occur when dropping into a game that is transitioning back to ship
Enemies:
  • Leviathans no longer targets power generators in defense missions
  • Fixed an issue with enemy pathing on the military uplink objective
Weapons and Stratagems
  • Fix weapons not reloading after switching equipment while holding an active stratagem ball
  • Fixed ship damage to shields held by traitors
Miscellaneous Fixes
  • Improved stability on city-missions featuring a Leviathan
  • Fixed players sometimes disconnecting when multiple Leviathans were present in the mission
  • Fixed issue where due to illuminate interference, time was offset incorrectly on Super Earth clocks
  • Fixed an issue with friendly & enemy pathing around the Shuttlebay location
  • Helldivers should no longer be branded traitors from civilians willingly stepping on mines

Continue reading...
 

Helldivers, it’s time to defend the Heart of Democracy!

The worst nightmare of all those who fight for Managed Democracy has been made a grim reality.

Despite the valiant efforts of our Helldivers to push back the fleet, the Illuminate have reached Super Earth. Now they are swarming our cities, terrorizing citizens, and destroying our infrastructure. It’s time to rise up and take arms and fight for the precious foundations
and soil of Democracy manifest. Helldivers, return to our planet and defend what is rightfully ours.

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SUPER EARTH… OUR HOME
The urban sprawl of Super Earth is the site of the conflict. Fight among the towering skyscrapers and crowded streets of our home turf as the Illuminate rain down destruction all around you.

Inside the city biomes, you will tackle operations and work to liberate cities together, having a significant impact on planetary campaigns.

REPEL THE INVASION
The Helldivers are tasked with a new objective: to repel the Illuminate invasion by gaining ground over the squids as they fight to control areas where the fleet is landing. It won’t be a walk in the park, divers. Like a game of intergalactic tug-of-war, you will struggle against the incoming forces, gaining and losing control quickly.

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ARM THE CANNONS
Even in the face of such danger, we are not helpless, and all is not lost. The might of Super Earth’s arsenal lies hidden beneath our peaceful, democratic streets. With your help, we must activate our Planetary Defense Cannons and take down the Illuminate fleet in a grand show of power.

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CALL FOR BACKUP
It’s all hands on deck as you encounter SEAF troops who will help join the fight to defend our Freedom. These small squads will fight enemies on their own, or they can be ordered to follow Helldivers and provide temporary backup as you navigate toward objectives. Salute and lead them on the path to victory, divers!

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PROTECT CITIZENS
However, you must also be aware of the many civilians still roaming the streets, fearing for their lives. They may be panicked, Helldivers, but it is your sworn duty to keep them safe and they look to you as the ultimate protectors of liberty. Remember: any civilian lives lost from friendly fire will be punished.

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PREPARE FOR THE FIGHT
Last week, we released a powerful primary weapon customization system and expanded surplus options to fight against the Illuminate as they emerged from the singularity. Now that you have learned the tactics of these new squid troops–like the Crescent Overseer and the hulking Fleshmob–you must master these tools to continue the fight on Super Earth. Use every available resource, divers, and decimate their forces!

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Our major update*, Heart of Democracy, is now live. Helldivers, to your hellpods immediately! Citizens, enlistment centers will remain open for recruitment.

The battle for Super Earth has begun.

*Internet Connection and HELLDIVERS 2 game required for update.

Continue reading...
 

Patch 01.003.002

Freedoms Greetings Helldivers, im your host Release Captain Carlberg. When humanity is at stake we bring you this update from Super Earth High Command to further your efforts in the war.

Overview
  • Crash fixes
  • Fix for some corpses flinging the Helldivers great distances
  • Audio fix for the Stingray
  • Miscellaneous fixes
Fixes
Resolved Top Priority issues:
  • Attempting to purchase a Master of Ceremony item in the Super Store when on PlayStation 5 while using the "Quality" visual setting will no longer change page
Crash Fixes, Hangs and Soft-locks:
  • Fixed a crash that could occur when trying to enter the Weapon Customization menu on certain weapons
  • Fixed crash that could happen when killing illuminates that were about to spawn
Weapons and Stratagems
  • Fix drone's not returning to backpack correctly
Miscellaneous Fixes
  • Fixed an issue where Stingray strafing attack sounds could get stuck for a while
  • Fixed corpses of some enemies sometimes sending players flying across the map


Known Issues Link

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RED ALERT: Illuminate emerge from the Meridian Singularity!

Helldivers, get to your Super Destroyers! In a surprise turn of events that even our top researchers couldn’t predict, the Illuminate have finally revealed their intentions, emerging from the Meridian singularity, and setting a course for Super Earth.

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It’s now more important than ever that we band together and stop this salvo from destroying our liberty.

New Enemies
The Illuminate threat has grown, unleashing new terrors on our citizens across the galaxy. Reports indicate the Illuminate have deployed larger, more powerful enemies within their fleet, among them are the Stingray: jetfighters that provide Illuminate support from the sky, targeting Helldivers and lining up devastating strafing runs. Another new foe is the Crescent Overseer, which has the ability to lay barrages on Helldivers in cover.

But perhaps most terrifying are the reports of a failed Illuminate experiment called the Fleshmob: a Frankenstein’s monster of Voteless parts turned into a brute battlefield force that the Helldivers must work hard to destroy.

There have been sightings of other, even larger ships, though details remain unclear on their abilities. But we can’t underestimate the squids, divers, and that’s why we’re assembling our best and brightest to push them back into oblivion where they belong.

We have to gather all our resources to face this incursion and, fortunately, Super Earth’s R&D department has unlocked some powerful tools for our Helldivers, in the hopes that they will help crush the onslaught of Illuminate invaders.

Customize Your Loadout

Helldivers are being given access to a robust new weapon customization feature for the bulk of our primary weapon offerings. Most primary weapons now have levels that are achievable by completing missions, which then in turn unlock new attachments obtainable through Requisition. In addition to attachments, players can also unlock patterns for their weapons.

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Whether it's tweaking sights for precision, changing color patterns, adjusting magazines for ammo capacity, muzzles to optimize weapon performance characteristics or adjusting under-barrel attachments for the handling you want, you're in command of how your weaponry performs on the battlefield. This level of individual attunement is sure to make your favorite primary best in its class.

Old Warbonds, New Patterns
We have unlocked and deployed a stash of patterns for the FRV themed on our Viper Commandos, Freedom's Flame, Chemical Agents, and Truth Enforcers Warbonds. These will help your squad stand out to aid in battlefield coordination and collaboration. This backlog of patterns will unlock for Helldivers on May 15, with the launch of the Masters of Ceremony Warbond!

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Expanded Surplus
The Superstore is also getting an emergency expansion to boost your arsenals for the fight. No more waiting for items to come back into rotation–now the items you want are always available, ready to stock your ship and armor your Helldivers with items you might have missed the first time around.

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This is the moment of truth, Helldivers. Everyone to the front lines and fight for our right to spread Managed Democracy!

*Requires base game, paid purchase of Super Credits, and game progression to unlock.

Continue reading...
 

Patch 01.003.000

Freedoms Greetings Helldivers. Release Captain Carlberg here back with another update straight from Super Earth High Command. Without further ado lets dive straight in

Overview
  • New Illuminate faction enemies
  • New Weapon Customizations and Progression
  • Crash fixes
  • Weapon fixes
  • Miscellaneous fixes
Major Update
Weapon Customization
Gear up, Helldivers—your arsenal just got personal!
With the new Weapon Customization system, you can now tailor your favorite weapons to match your combat style and preferences once you’ve progressed and unlocked different attachments. Whether it's tweaking sights for precision, changing color patterns, adjusting magazines for ammo capacity, muzzles to optimize weapon performance characteristics or adjusting underbarrels for the handling you want, you're in command of how your weaponry performs on the battlefield.
Tinker in the menu, customize your specific weapon configs and switch between them during the mission loadout sequence.
It's time to fight for Super Earth with weapons that are truly yours!

We are aware of a bug that prevents players from canceling customization with a controller. We have a fix identified and prepared for our next hotfix. In the meantime, you can save the customization and then go in and do it again.

New Illuminate Enemies
Stingray:
Jetfighters that provide Illuminate support from the sky, targeting Helldivers and lining up devastating strafing runs.

Crescent Overseer:
Has the ability to lay barrages on Helldivers in cover.

Fleshmob:
A failed Illuminate experiment made up of Voteless parts turned into a brute battlefield force that the Helldivers must work hard to destroy.

Balancing
Weapon balances:
  • Spread
  • Drag
  • Sway
  • Melee weapons stamina cost
  • Shrapnel spawning
  • Fire damage
Spread:
Spread refers to how much a projectile veers from the point you're aiming at when you fire. This rebalance primarily targets SMGs and sidearms, which previously had noticeably higher spread values. We've reviewed all primary, sidearm, and support weapons with the intent to significantly reduce spread overall, as it didn’t make much sense for these specific weapons to have such high inaccuracy.

Drag:
Drag determines how quickly a projectile loses speed over distance, affecting its damage. We've increased drag for pistol-caliber ammunition (used in SMGs and some sidearms) to better represent its shorter, wider projectile compared to rifle rounds. As a result, these weapons will be slightly less effective at longer ranges.

Sway:
Sway refers to how much the weapon's aim shifts, influenced by factors like movement and stance. It represents the weapon's inertia and stability—so weapons with lower ergonomics will experience less sway, while those with higher ergonomics will have more. Sidearms will naturally have more sway than primaries due to the lack of support features like stocks. This balance patch specifically focuses on adjusting sway for primaries and sidearms.

Stamina Cost:
All melee weapons now consume less stamina when attacking, reducing the cost from 0.1 to 0.05. This change makes melee combat less punishing and allows for easier repositioning between strikes. The affected weapons include the CQC-30 Stun Baton, CQC-19 Stun Lance, CQC-5 Combat Hatchet, and the Entrenchment Tool.

Shrapnel spawning:
With this update, shrapnel will now always spawn in a full 360-degree spread, regardless of where the explosion occurs. This means weapons like the R-36 Eruptor will now more reliably hit the intended target with their shrapnel.
In addition, we’ve adjusted shrapnel performance against armor. Shrapnel now has reduced effectiveness at poor impact angles, to reflect its lack of design for armor penetration in such situations.

These shrapnel balance changes will impact the following weapons:
  • R-36 Eruptor
  • G-6 Frag Grenade
  • AC-8 Autocannon

Balance Changes:
Armor Penetration decreased on shrapnel projectiles from 3-3-3-0 to 3-3-2-0
  • Each of these numbers represent an angle threshold, which means we’ve reduced the AP value of 3 to 2 in the last range where a shrapnel projectile would penetrate an enemy.

Frag Grenade
  • Increased Shrapnel spawned from 30 to 35
Autocannon Flak
  • Increased Shrapnel spawned from 25 to 30

Fire and Flamethrowers:
This update aims to better balance fire damage between direct hits (like those from flamethrowers) and burn effects over time, while also introducing scaling of fire damage depending on the size of the enemy. Previously, burn damage didn’t scale well against larger enemies, making putting them on fire feel less effective in those encounters.

Now, the larger the enemy, the more damage they take while burning. However, bigger enemies will also be slightly more resistant to ignition. Additionally, direct fire damage now scales with enemy size—so large enemies like Chargers will still take roughly the same damage as before, while smaller enemies will take slightly less.

We have also increased the magazine capacity of the FLAM-66 Torcher and the FLAM-40 Flamethrower because putting stuff on fire is fun!

Damage:
    • Burning damage now scales with enemy size and will do more damage over time to larger enemies
    • Fire direct damage also scales with enemy size. The base damage of direct fire hits has been lowered as compensation. This means that large enemies will take roughly the same amount of damage as before, while smaller enemies will take slightly less
    Time to ignite:
    • Larger enemies now take longer to ignite
    • Robotic enemies are harder to set on fire than organic ones
    • Incendiary Ammunition and Lasers are now less effective at igniting enemies, but once they do, the resulting burn damage is more impactful thanks to the new scaling system
    The Helldiver:
    • The Helldiver is now slightly more resistant to being set on fire
    • Burn damage taken by the Helldiver remains unchanged
    Primary weaponsAR-23 Liberator
    • Spread decreased from 4 to 2
    AR-23P Liberator Penetrator
    • Starting magazines increased from 5 to 6
    • Max spare magazines increased from 7 to 8
    AR-23C Liberator Concussive
    • Spread decreased from 24 to 4
    StA-52 Assault Rifle
    • Spread decreased from 4 to 2
    AR-23A Liberator Carbine
    • Spread decreased from 4 to 3
    AR-61 Tenderizer
    • Spread decreased from 4 to 1
    SMG-37 Defender
    • Spread decreased from 20 to 5
    • Drag increased from 0.3 to 0.6
    • Sway increased from 1 to 1.2
    SMG-72 Pummeler
    • Spread decreased from 20 to 5
    • Drag increased from 0.3 to 0.6
    • Sway increased from 1 to 1.2
    MP-98 Knight
    • Spread decreased from 25 to 5
    • Drag increased from 0.3 to 0.6
    • Sway increased from 1 to 1.2
    StA-11 SMG
    • Spread decreased from 25 to 5
    • Drag increased from 0.3 to 0.6
    • Sway increased from 1 to 1.2
    SMG-32 Reprimand
    • Spread decreased from 40 to 5
    • Drag increased from 0.3 to 0.6
    JAR-5 Dominator
    • Sway decreased from 1 to 0.8
    R-63CS Diligence Counter Sniper
    • Sway decreased from 1 to 0.8
    FLAM-66 Torcher
    • Magazine capacity increased by 25%
    R-36 Eruptor
    • Spread decreased from 10 to 5
    • Ergonomics increased from -14 to 25
    • Sway decreased from 1 to 0.8
    • Fire rate increased from 25 to 32
    • Fixed a bug that allowed players to cancel the Eruptor's round cycling animation, effectively increasing its fire rate
    The intent with these changes:
    • The improvements made to the Eruptor are designed to compensate for the removal of the reload exploit, ensuring that its overall power remains steady or even improved
    PLAS-39 Accelerator Rifle
    • Drag decreased from 1.5 → 0.1
    • Is now categorized as an energy weapon in the loadout menu
    The changes to drag means it wont lose speed and damage as it travels through the air and does the damage you would expect it to doSidearm WeaponsGP-31 Ultimatum
    • Is now affected by the Hellpod Optimization Booster
    • Explosion damage increased from 1000 to 2000
    • Explosion inner radius decreased from 4 to 2 m
    • Projectile damage decreased from 3500 to 1000
    • Demolition strength decreased from 50 to 40
    • Sway increased from 1 to 1.3
    The intent with these changes:
    • We want to maintain the Ultimatum's overall power level while rebalancing how that power is delivered—shifting more of the damage from the projectile itself to the explosion. Previously, the Ultimatum behaved more like a massive kinetic projectile (similar to the 380mm shell) because of its high projectile damage and relatively weaker explosion. This update reinforces its intended identity as a powerful explosive weapon, emphasizing high explosive damage over impact force
    • Most heavy enemies will now die from a close hit instead of a direct hit, except for the Factory Strider
    • Additionally, due to its reduced demolition strength, the Ultimatum will no longer destroy Stratagem Jammer Objectives or landed Illuminate Warp Ships through their shields. However, the dropships now have health, allowing the Ultimatum to destroy them once the shield is down
    P-2 Peacemaker
    • Decreased Spread from 30 to 10
    • Sway increased from 1 to 1.2
    P-19 Redeemer
    • Decreased Spread from 35 to 10
    • Sway increased from 1 to 1.2
    P-113 Verdict
    • Decreased Spread from 30 to 8
    • Sway increased from 1 to 1.2
    PLAS-15 Loyalist
    • Decreased Spread from 25 to 10
    • Sway increased from 1 to 1.2
    LAS-58 Talon
    • Sway increased from 1 to 1.2
    P-72 Crisper
    • Sway increased from 1 to 1.2
    GP-31 Grenade Pistol
    • Sway increased from 1 to 1.2
    LAS-7 Dagger
    • Sway increased from 1 to 1.2
    P-11 Stim Pistol
    • Sway increased from 1 to 1.2
    SG-22 Bushwhacker
    • Sway increased from 1 to 1.3
    P-4 Senator
    • Decreased Spread from 30 to 8
    • Sway increased from 1 to 1.3
    StratagemsRS-422 Railgun
    • Decreased Spread from 10 to 0.1
    FLAM-40 Flamethrower
    • Magazine capacity increased by 30%
    BackpacksLIFT-850 Jump pack
    • Increased break force on landing to make Helldivers less likely to ragdoll when landing
    EaglesEagle 110mm rockets
    • Stagger strength increased from 35 to 40
    • Increased armor penetration in certain angles
    EnemiesAutomatons
    • Bunker Turret
    • Spread increased from 20 to 50
    Conflagration Devastator
    • Reduced damage per pellet
    • More pellets are now required to hit you to put you on fire
    Automaton Gunship
    • Body armor value reduced from 4 to 3
    • Main body health increased to 950 from 700
    • Now shoots more and the aim is slightly more accurate
    Bulk Fabricator
    • Health increased from 1500 to 5000
    Conscripts
    • There was a bug where the Conscripts reloaded after every shot, it’s now been fixed so they only reload when they’re actually out of ammo
    TerminidsSpore Spewers
    • Demolition level decreased from 60 to 50, making it easier to kill with heavy ordnance weapons
    Illuminates
    • Landed Warp Ships
    • Will now be easier to kill with Anti-Tank weaponry once the shields are down
    Fixes
    Crash Fixes, Hangs and Soft-locks:
    • Fixed a crash which could occur when returning to your Super Destroyer from a host parked at a planet with the Democracy Space Station in orbit, if the Democracy Space Station had just moved to a new planet
    • Fixed a crash when writing a specific sequence of text in the chat
    • Fixed a crash that could occur after partially destroying an Automaton convoy
    • Fixed crash when attempting to drop into a mission on Tien Kwan
    Weapons and Stratagems
    • The SMG-37 Defender does not trigger the anti tank mines anymore
    • Improved the effectiveness of flashlight attachments
    • Fixed a bug that was causing the camera to be stuck in Aim Down Sights (ADS) mode when discarding the MLS-4X Commando when utilizing that camera mode
    • Cancelling laser weapon reloads no longer gives them infinite ammo
    Miscellaneous Fixes
    • Fixed an issue with intermittent flickering of distant visual effects
    • Fixed an issue where the FRV and Helldivers embarked in it would get covered in blood after a Helldiver would attack the FRV from any passenger seat
    • Spore Scavengers can now properly attack
    • Vehicles now correctly show the appropriate enemy blood colors
    • Lowered the target node for the Illuminate tesla tower so that the StA-X3 W.A.S.P. Launcher can properly hit it
    • No longer shows the reconnect popup if the host leaves while on the Destroyer
    • Fixed an issue that resulted in some cases where the momentum could get reset at the end of moving emotes
    • Sample containers can now be properly pinged again
    • Corrected misaligned logo of the Borderline Justice Warbond
    • Fixed an issue with the illuminate Cognitive Disruptor not turning off correctly for hot joining players
    • Decreased a big hitch that could occur during the dropdown sequence
    • The game is now showing the correct amount of total samples on missions
    • Fixed a bug that caused held stratagems to be stuck in Helldivers hands after taking fall damage
    • Performance improvement in the particle subsystem
    KNOWN ISSUESWe are now listing all of our known issues in the link below Known issuesTransmission over.Go forth and spread Managed DemocracyRelease Captain Carlberg out

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Helldivers 2 Masters of Ceremony Marches in on May 15

Attention, heroic Helldivers.

To celebrate the eradication of the Illuminate invaders, Super Earth mobilizes our most regal looking troops yet - a true celebration of our forebears. Enter the Masters of Ceremony! Wield all-new elite weaponry, capes and armours to step into the boots of Super Earth’s most decorated units.

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To start, let us look at the R-2 Amendment.

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Carve through bugs like butter with an attached bayonet for close-quarter combat alongside a 20-round magazine. Perfect for vanquishing foes in style both up close and at a distance.

Paired with the CQC-2 Sabre.

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A sabre hailing from an elegant time will inspire you to lead the charge and thrust your blade through the heart of our enemies.

To round out the parade spectacle; introducing the G-142 Pyrotech Grenade. When thrown, it will spin and shower the surrounding area in sparks before ceremoniously exploding in a ball of flames. Farewell, pitiful enemies of Super Earth.

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Show off your love for Managed Democracy and inspire those around you with the CQC-1 One True Flag.

Feared across the galaxy and attesting to the might of Managed Democracy, this sharp symbol of freedom doubles as a spear to drive home the values of our glorious sovereignty. It brings a tear to our eyes.

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Sure, your killing looks great. But how do you look, Helldiver? Let’s accessorize.

For formal occasions the RE-1861 Parade Commander brings old-school prestige whilst being lightweight enough to react in the heat of battle. Pair it with the Humble Regalia cape to make it shine for Democracy in red, black and gold.

After something a little more menacing? Look no further than the RE-2310 Honorary Guard. A traditional but battle hardened armor. Pair with the Federations Embrace cape to pay honor to the glory of Super Earth and our fallen forebears.

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Both armors come stock standard with the Reinforced Epaulettes perk, offering your limbs the chance of not breaking so you can continue to wave the flag of victory. For maximum respect, unlock the Decorated Hero title and Lockstep emote to ensure you and your fellow Helldivers parade together on the bodies of your victories. In unison.

An intricate new look from Warbonds of past eras.
By popular demand, we are adding a new stash of FRV patterns to previously released Warbonds to all owners. Go check out the Viper Commando, Freedom's Flame, Chemical Agents, and Truth Enforcers Warbond pages in Acquisitions on May 15th!

Are you ready to join the rank of heroes? Masters of Ceremony and your new skins march in on May 15th for PS5 and PC.

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Continue reading...
 

PATCH 01.002.202

Release Captain Carlberg here with a small update for you this fine April Tuesday

Overview
  • Crash Fixes
  • Mission fix
  • Miscellaneous fixes
Fixes
Crash Fixes, Hangs and Soft-locks:
  • Fixed game crashing on legacy hardware when player drops into a mission
  • Fixed crash after exiting the armory when switching from certain weapons
  • Fix an out-of-memory crash when large amount of particles are present
Weapons and Stratagems
  • Fixed shooting and reloading issues with laser weapons
Social & Multiplayer Fixes
  • Fixed an edge-case allowing some mismatching version to still connect to each other
Missions
  • Fixed issue on Illuminate Defend Evacuation Site missions where illuminate dropships stopped coming if too many were destroyed before they dropped off the enemies.
Miscellaneous Fixes
  • Fixed white boxes showing in seldom cases in the Super Store

Continue reading...
 

PATCH 01.002.201

Freedoms greetings Helldivers, Release Captain Carlberg here.
Bringing you a small update this democratic Tuesday
Overview
  • Crash fixes
  • Weapon fixes
  • Miscellaneous Fixes
Fixes
Crash Fixes, Hangs and Soft-locks:
  • Fixed a crash that could occur when a large number of particles were displayed
  • Fixed a rare crash when aiming scoped weapons
  • Fixed some crashes when playing bot convoy missions
  • Fixed a crash that could occur when receiving Microsoft Teams messages while playing the game
Weapons and Stratagems
  • Fixed an issue where the weapon flashlights were flickering while using ADS
  • Fixed an issue for energy based weapons not charging or overheating properly
  • Fixed an issue with wrong drag setting on the GL-21 Grenade Launcher projectiles that made them lose velocity faster than they should have
  • Fixed an issue where shrapnel from surface-hits was forced in a roughly south-west direction. Shrapnel should now properly fly out in a 180-ish arc in the direction of the surface hit
LAS-58 Talon
  • Fixed an visual issue when reloading in ADS
  • Fixed an issue for not being able to reload without overheating
  • HUD fixes to properly show correct Ammo state
  • Now properly resets the temperature to 0 when reloading
  • Fixed a visual effect issue when holding down the fire button
  • Removed a minor charging delay to firing projectiles
Some unintentional changes made their way onto the Liberator Concussive and the Breaker during the last patch. This is a revert of those changes.
AR-23C Liberator Concussive
  • Starting magazine amount increased from 2 to 4
  • Max spare amount of magazines increased from 5 to 6
  • Ergonomic effect increased from 0 to -10
SG-225 Breaker
  • Starting magazine amount decreased from 6 to 5
  • Max spare amount of magazines decreased from 10 to 7
Social & Multiplayer Fixes
  • Resolved an issue where the Account ID was not visible in the Options tab
Miscellaneous Fixes
  • Fixed an issue for the gas weapons, throwables and stratagems inverting the movement input for the Helldiver
  • The Jarndiver override for the hoverpacks has been turned off effective today. This is reserved for General Brasch and other Super 10 Star Generals(Fixed a bug with the draw and kick emotes that allowed players to stay floating in the air)

End of transmission
Release Captain Carlberg out

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It’s high noon in Helldivers 2 with the new Borderline Justice Warbond!

Howdy, Helldivers! Have you ever wanted to be a space cowboy, enforcing the fair laws of Super Earth on the edges of our galaxy, protecting our most remote colonies from undemocratic threats? Then step up, pardner, and claim your sheriff’s star with the new premium Warbond*: Borderline Justice!

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We’re going to the Wild West with the weapons this time. First up, let’s take a gander at the new R-6 Deadeye lever-action hunting rifle. You can look forward to killin’ time bullseying bugs and rounding up squids and looking cool while you do it.

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But a lawman is nothing without his trusty sidearm. And instead of individual shots, the LAS-58 Talon “revolver” secondary is energy-based, meaning a slow and steady hand can keep on shooting without overheating. But if you need to bring the kind of heat that can’t be measured by degrees, the Talon can do it.

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Another classic cowboy loadout item is the TED-63 Dynamite that comes with a variable timer and leaves an explosion that’s sure to straighten the curves, flatten the hills, and take down any roaming patrols among the willows.

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Do you ever get a hankering to rise up above the herd and get a bird’s eye on the action? Could be that the LIFT-860 Hover Pack is just what you’re looking for–when the joint starts jumping, you can rise and hover for a little while and still aim or use ADS.

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Helldivers are made out of muscle and blood and that’s why we have to keep you armored up. The GS-17 Frontier Marshal is a regulation standard medium Helldiver set, but it still manages to conjure up the look of hard living on the galactic frontier, hunting Bile Titans for sport.

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But if you want to look less like a running gun and more like the sheriff of Vernen Wells, I might suggest the GS-66 Lawmaker heavy armor, complete with cowboy holster and bandolier. Both sets of armor look great with either the Reaper of Bounties cape or the Way of the Bandolier cape.

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No matter which look you choose, you’ll be mighty good with the Gunslinger armor passive, which gives your secondary increased reload speed, increased draw/holster speed, and reduced recoil.

With Borderline Justice, you’ll also unlock a new player title, Super Sheriff, to let everyone know you’re their huckleberry–the galactic border colonies can rest a little easier on your watch. We’re also providing player cards that match each cape, and you’ll also get a brand new booster: Sample Extricator! When you put down a big enemy, there’s a small chance it’ll drop a sample to toss in your saddlebags.

Cowboy hats might be outlawed by the Helldiver uniform code, but you can still say your howdies and farewells with the Tip Hat emote.

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If all that doesn’t light your fires, then I don’t know what will. Put the hammer down, divers, and give ‘em hell when Borderline Justice arrives on March 20th!

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*Requires base game, paid purchase of Super Credits, and game progression to unlock.

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Patch Notes 01.002.200

Auspicious Tuesday fellow Helldivers. Release Captain Carlberg here with the latest and greatest from Super Earth High Command

Overview
  • Balancing
  • Crash fixes
Balancing
Primary weapons
SMG-32 Reprimand
  • Spread decreased from 50 to 40
SG-8S Slugger
  • Spread decreased from 20 to 6
  • Damage increased from 250 to 280
AR-23C Liberator Concussive
  • Fire rate increased from 320 to 400
R-63 Diligence
  • Magazine capacity increased from 20 to 25
MP-98 Knight
  • Damage increased from 65 to 70
STA-11 SMG
  • Damage increased from 65 to 70
SMG-37 Defender
  • Damage increased from 75 to 80
SMG-72 Pummeler
  • Damage increased from 65 to 70
  • Now requires less shots to apply stun on applicable targets, stun value increased from 1.0 to 1.25 per bullet
AR-23 Liberator
  • Damage increased from 70 to 80
STA-52 Assault Rifle
  • Damage increased from 70 to 80
BR-14 Adjudicator
  • Damage increased from 90 to 95
AR-61 Tenderizer
  • Damage increased from 95 to 105
R-36 Eruptor
  • Projectile armor penetration increased from Medium (3) to Heavy (4)
  • Projectile lifetime increased from 0.7 to 1 sec
Stratagems
Eagle 110MM Rocket Pods
  • Uses increased from 2 to 3
EXO-45 Patriot Exosuit
  • Uses increased from 2 to 3
EXO-49 Emancipator Exosuit
  • Uses increased from 2 to 3
TX-41 Sterilizer
  • Ergonomics increased from 5 to 20
M-105 Stalwart
  • Damage increased from 70 to 80
MG-206 Heavy Machine Gun
  • Improved armor penetration across a wider range of angles before transitioning to glancing shots
Enemies:
  • A recent software autopsy has revealed an update to the Automatons' situational awareness protocol. They are now less distracted by each other, increasing their reaction speed in large groups.
  • We’ve increased the number of AI calculations the game can perform. This primarily impacts scenarios with a high number of spawned enemies, improving their response times in those situations. However, this comes with a slight trade-off in game performance.
  • According to recent intel, the enemies of Freedom are attempting to counter the Helldivers' anti-air capabilities. Newly-produced Automaton dropships show clear signs of hull reinforcement, allowing the main body to absorb significantly more damage.
  • Illuminate Warp Ships have been observed deploying their shields mid-flight.
  • Automaton Dropships: Main body health increased from 2500 to 3500
  • Illuminate Dropships: Utilizes the same shield as the ones that have landed
Barrager Tank Turret
  • Resolved an issue introduced recently where the armor value was incorrectly set to 0. Now has the correct armor value of 5
  • Additionally, the turret now features weak spots at the front and back, each with 750 HP and an armor value of 3
Gameplay
Settings:
  • Added new separate settings for inverting the gyro input instead of using the Invert Look settings
  • The Stratagem loadout menu has undergone an updated categorization of the different stratagem groupings
Fixes
Resolved Top Priority issues:
  • Fixed an issue with the extraction beacon sometimes being unreachable when landing on top of enemies
  • General optimization improvements in the colonies environments
Crash Fixes, Hangs and Soft-locks:
  • Fixed a crash when playing against Terminids in poor network scenarios
  • Fixed a rare crash that happened during game shut down on PC
  • Fixed a crash that could occur when there was a high amount of particles on the screen at once
  • Fixed an issue where players could be blocked from completing objectives requiring called-down equipment due to the required stratagem being unavailable
Weapons and Stratagems
  • Fixed the G-123 Thermite Grenade sometimes not arming
  • Fixed a rare crash when using the LAS-17 Double-Edge Sickle
  • Fixed a bug where switching weapons while reloading the CB-9 Exploding Crossbow would sometimes discard an entire magazine without actually reloading
Social & Multiplayer Fixes
  • Fixed an issue causing players in low-activity regions to see fewer lobbies on the planet hologram than expected
  • Fixed an issue in low-activity regions where lobbies were not seeing players join as frequently or quickly as before
  • Fixed an issue on low-activity planets where Quickplay would always join your friends game, even if they were not playing on the same difficulty
  • Fixed a disconnection issue that could happen when playing Gloom missions with poor connection to the host
  • Fixed some interactions not working properly after canceling the Raise Weapon emote
  • Fixed an issue where adding, removing, blocking, or unblocking friends caused player cards in the friend list to display with white text and missing information until you close and open the panel again
  • Fixed an issue that made it impossible to mute or kick players who were in the loadout when joining a squad
  • Fixed an issue that caused some new Steam players' latest profile names to not display correctly in-game
Miscellaneous Fixes
  • Fixed some memory leaks to improve performance
  • Fixed old text chat messages from re-appearing
  • Fixed an issue with the Democracy Space Station progress bars being unintentionally curved in appearance
  • Fixed a bug that prevented progression through the menus when the initial language selection was set to English (US)
  • Fixed the raise weapon emote to properly fire projectiles in the direction of the weapon
  • Fixed Helldivers sliding around on the ground after exiting the ragdoll state (despite it being the year of the snake and despite us trying to fix this previously)
Known Issues
Top Priority:
  • Black box mission terminal may be unusable if it spawns clipped into the ground
  • Stratagem balls bounce unpredictably off cliffs and some spots
  • Balancing and functionality adjustments for DSS
  • Pathfinding issues in Evacuate Colonists Illuminate missions
  • Dolby Atmos does not work on PS5
Medium Priority:
  • Players can get stuck on Pelican-1’s ramp during extraction
  • Currently equipped capes don't display properly and show a blank grey cape in Armory tab
  • Players who use the “This is Democracy” emote on their ship might unintentionally send their fellow Helldivers on unauthorized unscheduled spacewalks
  • AX/TX-13 “Guard Dog” Dog Breath does not show when it is out of ammo
  • Higher zoom functions do not zoom the camera in through the scope on the LAS-5 Scythe
  • Weapons with a Charge-up mechanic can exhibit unintended behavior when firing faster than the RPM (Rounds Per Minute) limit

That will be all. Go forth and spread democracy
Release Captain Carlberg out

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01.002.105

Freedoms greetings Helldivers Release Captain Carlberg reporting on democracy's latest.
Small fix incoming to hellpods near you.

Overview
  • Crash fixes
  • Ship module purchase issue
Fixes
Crash Fixes, Hangs and Soft-locks:
  • Fixed a rare crash that could occur when travelling between planets
  • Fixed a crash that would occur during the initial language selection
  • Fixed a crash caused by cancelling specific emotes with another emote
Miscellaneous Fixes
  • Fixed a bug where ship modules would sometimes not be purchasable even if you had the correct amount of samples

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PATCH 01.002.103

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

Overview

Hello everyone!
It’s been an “interesting” week with a patch that had a few unexpected slip-ups. After testing and balancing, the wrong versions of some files for our new Warbond items were shipped, which wasn’t part of the plan. Misaligned scopes also made an unwelcome return, albeit in a new form - some bugs really are persistent, aren’t they? (Silently stares off into the distance…)
So, we even double-checked the scale of the LAS-16 Sickle, just to be sure.
On to the key points for this patch:
  • The LAS-17 Double-Edge Sickle was meant to start with light armor penetration and build up to medium as more heat built up, but it launched with medium armor penetration right away, even with zero heat.
  • The GP-31 Ultimatum also gained extra ammo from the previously-a-bug-but-now-a-feature Siege Ready armor passive and we feel that this specific combination is too strong.
    We’re huge fans of big booms booming big (to quote our fabulous Design Director) so we didn’t want to make the weapon less satisfying to use - we still want it to bring democratic tears to your eyes every time you use it, like it does for us. However, we will be addressing how easy it is to access extra ammunition for it, ensuring it requires a bit more effort to use it to the full effect.
It’s not our intent to release Warbond items that need immediate balancing, and we understand that any changes we make can evoke strong feelings. We want to assure you that we’re actively listening to your feedback and, as with any of our previous updates, we’ll keep monitoring the situation closely. Your input is invaluable, so please continue to share your thoughts on these changes. We’re always open to making further adjustments if needed!
Balancing
Primary Weapons
LAS-17 Double-Edge Sickle
We’ve rebalanced the weapon to make the risk/reward dynamic more impactful. The goal is to ensure it feels like a truly powerful weapon while properly balancing the self-damage mechanics to reflect its high-risk nature. In the current live version, we felt it lacked both the punch and the level of risk we wanted and we didn’t feel it really lived up to our intent.

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

NEW
  • 0-25% heat: AP2 55 damage - Deals 0 damage/second to players
  • 26-50% heat: AP3 55 damage - Deals 10 damage/second to players
  • 51-90% heat: AP3 70 damage - Deals 20 damage/second to players
  • +91% heat: AP4 70 damage - Deals 50 damage/second to players + fire status effect
Magazines
  • Starting magazines increased from 1 to 2
  • Spare magazines increased from 2 to 3
Sidearms
GP-31 Ultimatum
We have seen a lot of mixed player feedback for this weapon and how certain players feel it trivializes some of the harder content whilst others feel it plays just fine and is a great addition to the game. We have carefully opted for an approach where we’d like to reduce the ease of access to additional ammunition while maintaining the weapon’s core identity as a powerhouse. This means players will need to put in more effort and strategy to maximize its effectiveness at the cost of some armor and booster synergy for this specific weapon.
We will continue to monitor these changes so please keep providing us more feedback!
  • The GP-31 Ultimatum is no longer influenced by the Hellpod Optimization Booster or the Siege Ready armor passive
Fixes
Resolved Top Priority issues:
  • Fixed a bug where the scope aim-center was misaligned with the projectile's fire trajectory, affecting all weapons but most noticeable when aiming down sights (ADS)
Crash Fixes, Hangs and Soft-locks:
  • Fixed a rare crash that could occur when joining someone who is swapping weapons
  • Fixed a rare crash that could occur when hot joining a mission with the SEAF artillery objective present on the planet
  • Fixed a crash when subtitles were shown and the language was changed
  • Fixed a crash when shutting down the game while in a cutscene with the Democracy Space Station
  • Fixed a crash when changing language during a mission
  • Fixed a crash related to switching languages
  • Fixed a crash that could occur for other players after a player disconnects from the session
  • Fixed a crash caused by emoting right after dropping a support weapon
Weapons and Stratagems
  • Fixed an issue where you could accidentally arm the B-100 Portable Hellbomb backpack when entering the FRV
Miscellaneous Fixes
  • Fixed an issue with the level generation where some objective terminals could become non-interactable
  • Fixed an issue with the Integrated Explosives armor passive sometimes not triggering

May Liberty guide your aim Helldivers
Release Captain Carlberg out

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Super Earth calls for devotees with the latest Warbond: Servants of Freedom!

Let’s be honest, Helldivers: Super Earth is worth it. No matter what “it” is. All Helldivers share this same belief, and fanatical loyalty is expected from all citizens of Super Earth. But the Helldivers need to demonstrate their allegiance. They need to look like the democratic disciples they are inside, and the only way we know to properly show it off is with the gear from our next Warbond*: Servants of Freedom.

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So what does true devotion to Democracy look like?

Hellbombs. It looks like Hellbombs. They really send a message: liberation is big, loud, and happening all around you. It gets the spirit of democracy soaring, and gets a lot of other things soaring, too, like buildings. Bile Titans. Automaton industrial sites. Now, imagine you’ve got that kind of freedom strapped to your back. That’s the B-100 Portable Hellbomb, a beacon of democratic truth in a convenient backpack format, which can be easily activated by you or a helpful teammate. Just be sure to drop the pack and clear the area once it's active, because the B-100’s got a 10 second countdown that can’t be canceled.

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How do you make the Sickle do more? Overclock it and bring some heat. The LAS-17 Double-Edge Sickle is pure agony meets ecstasy as it starts to burn the wielder as well as everything in its path. Shoot through the pain, Helldiver.

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To help you spread liberty around, you could equip the GP-20 Ultimatum–a front-loading grenade pistol for your secondary slot. The Ultimatum packs a punch like a grenade launcher on steroids, designed for closer range use. But handle it with care, or you might accidentally liberate yourself along with the enemy.

There’s a new kind of throwable in Servants of Freedom, too. The G-50 Seeker is a small drone that follows you and explodes near enemies when detected. The Seeker can also target pinged enemies, like sending it on a little crusade.

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The IE-3 Martyr and the IE-12 Righteous medium armors have robe and cloak-inspired details and come equipped with the Integrated Explosives passive, which gives every Helldiver protection against becoming Voteless: upon death, your corpse will detonate and take out the enemies around you. Nobody’s going to control your mind, soldier.

These armors also have helmets with stoic faces to stare down the onslaught without fear. Show no weakness, Helldiver. Then drape yourself in symbolic reminders of your enlistment oath by pairing these sets with the Fre Liberam and Per Democrasum capes.

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For the full effect, you can also equip the Servant of Freedom player title and equip the Raise Weapon cheer and look like a real follower of democratic values.

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Become one of Super Earth’s most faithful fighters and show the squad your fervor for Managed Democracy with the Servants of Freedom Warbond!


*Requires base game, paid purchase of Super Credits, and game progression to unlock.

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PATCH 01.002.101

Greetings Helldivers, Release Captain Carlberg speaking.
Today is patch day and as such we bring you the latest and greatest from The Ministry of Truth.
Without further ado feast your eyes on our latest changes and fixes.

Overview
  • Spray weapons gas effect duration
  • Emoting while flying or ragdolling
  • FRV camera and handling tweaks
  • AX/TX-13 “Guard Dog” Dog Breath rework
  • Balancing
  • Crash Fixes
  • Weapon Fixes
  • Stratagem Fixes
Balancing
General Changes
  • The duration of the gas status effect from spray weapons has been increased from 6 to 10 sec
  • Implemented a timer for the Illuminate dropship wreckages to despawn to prevent them from obstructing paths in the colonies
Helldiver
  • The Ministry of Humanity has added a clause to its Principles of Correct Posture for Safe Lifting, now allowing Helldivers to jog while carrying two-handed items such as barrels and SEAF Artillery Rounds
FRV
  • Helldivers have now also been authorized to deploy grenades and stratagems while leaning out from the FRV
  • Tuned FRV handling for a better driving experience when cornering
Sidearms
  • Starting magazines increased from 2 to 3
  • Spare magazines increased from 4 to 5
Stratagem Support Weapons
TX-41 Sterilizer
  • Removed the crosshair drift recoil
  • Decreased the camera climb recoil
  • The duration of the gas status effect from spray weapons has been increased from 6 to 10 sec
Armor Passives
  • After hearing player feedback, we have decided not to fix a bug with the Siege Ready Armor Passive which gives more ammo to all magazine-based weapons, instead of just primary weapons as described. We will eventually update the Armory description to reflect this but for now we’re evaluating if it's causing any other additional unforeseen bugs
Backpacks
AX/TX-13 “Guard Dog” Dog Breath
Has been reworked to increase its effectiveness and to ensure it remains distinct, focusing on its unique gas-based mechanics.
  • It will now preserve ammo by only prioritizing enemies unaffected by the gas status effect. Once an enemy is affected by gas the drone will move on and target another unaffected enemy
  • The targeting logic has been reworked to prevent the drone from roaming too far. The origin of the targeting will be from the Helldivers position rather than the drone itself
  • The targeting range has been increased from 10 to 20m
  • The duration of the gas status effect from spray weapons has been increased from 6 to 10 sec
Stratagems
MD-6 Anti-Personnel Minefield
  • Cooldown decreased from 180 to 120 sec
  • Damage increased from 350 to 700
  • The deployment spread of mines has been increased by 20% to minimize the risk of chain explosions
MD-I4 Incendiary Mines
  • Cooldown decreased from 180 to 120 sec
  • Damage increased from 210 to 300
  • The deployment spread of mines has been increased by 20% to minimize the risk of chain explosions
MD-17 Anti-Tank Mines
  • Cooldown decreased from 180 to 120 sec
SH-20 Ballistic Shield Backpack
  • Now blocks melee attacks until it breaks from taking enough damage
Fixes
Resolved Top Priority issues:
  • You can once again emote while falling or ragdolling! It should no longer reduce fall damage, but you’ll be able to freely express yourself as you fall to your imminent death or severe injuries - Nothing a stim can’t fix!
  • Fixed Illuminate spawner ship shields not taking impact grenade damage
  • Fixed an issue with collision gaps inside the Illuminate spawner ship, preventing grenades thrown in close proximity to the door from destroying the ships
  • Health packs now fully restore all of the Helldiver's stims
  • High damage weapons will now detonate spawned Hellbombs on the map
Crash Fixes, Hangs and Soft-locks:
  • Fixed a crash that occurred when aborting missions with the Democracy Space Station effects active on them
  • Fixed a crash that could occur when hot-joining a mission on a planet with the Democracy Space Station present
  • Fixed a crash caused by quickly switching between different emotes before another client interacted with the emoting player
  • Reduced the chance for crashes caused by fires
  • Fixed a rare crash that occurred at the end of the drop-in sequence when hot-joining a game in session
  • Fixed a crash that occurred when the player returned to the ship while reloading their primary weapon
  • Fixed a soft-lock during drop-in when the host left or disconnected the session right after loadout
  • Fixed a crash that occurred when repeatedly changing armor pieces in the armory
  • Fixed a crash that occurred after finishing the tutorial and after naming your Destroyer
  • Fixed a crash that occurred during extraction
  • Fixed a crash that occurred when returning to the ship during heavy projectile fire
  • Fixed a crash for clients when the host was holding a carryable objective and quit the game
  • Fixed a crash that could occur when a player left the game when an encounter started
  • Fixed a crash that could occur when changing text language
  • Fixed a crash that could occur when reloading the SG-20 Halt
Social Issues & Matchmaking
  • Improved the matchmaking logic to better match players with players from nearby regions
  • You’ll now be more likely to get matched with the same difficulty lobbies as the one you have currently selected
  • Fixed an issue where the chat history was cleared when going to a mission and returning from it
Weapons and Stratagems
  • Opening and closing the text chat while in an emplacement now allows the player to remain in the emplacement instead of switching to their weapon
  • Fixed Arc weapons not reliably hitting the Impaler's tentacles if aimed at the lower parts of the tentacle
  • The E/AT-12 Anti-Tank Emplacement now has the correct armor penetration tag in the ship menu
  • Stratagem turrets will no longer target Illuminate Tesla Towers
  • Fixed a visual bug where heat weapons would show numbers over the progress bar in the weapon wheel menu
  • Melee weapons should no longer send civilian cars and other objects in the world flying long distances
  • B-1 Supply Pack will now once again provide stims to other players. Remember Helldiver, sharing is caring!
  • Fixed a bug where players could get stuck in the E/AT-12 Anti-Tank Emplacement after depleting all of its ammunition
FRV
  • Following an investigation into the effects of severe survivorship bias during FRV Impact Testing, all FRVs have been reinforced. Minor parking mishaps will no longer result in catastrophic FRV explosions
  • General improvements to the FRV camera to make it look cooler and prevent it from getting stuck underground when driving downhill. Absolute cinema!
  • Reduced the chance FRVs get dropped on rooftops when being called in
  • The FRV movement key bindings should now accept non-QWERTY keyboard inputs
  • Fixed a bug where some enemies such as the Brood Commander was launched away further than intended when hit by the FRV
Helldiver
  • Fixed an issue where player ragdolling into the FRV would cause the vehicle to be yeeted into space
  • Fixed an issue preventing Helldivers from climbing and vaulting over civilian cars
  • Helldivers should no longer slide around on the ground after ragdolling from a blast (despite it being the year of the snake)
  • Fixed an issue where ragdolling into shallow water caused a stuck prone gliding animation
  • Fixed an issue where the Helldiver was not playing the sample pick up animations
Enemies
  • Fixed a small visual bug with the Stalker’s tongue (you don’t want to know what it took to fix it)
  • Fixed an issue where enemies wouldn’t react to missed shots from projectiles or melee attacks near them
Miscellaneous Fixes
  • Fixed an issue where clients would trigger the wrong audio when waiting for the host to join the loadout
  • Fixed an issue of Helldivers exiting the hellpod right after readying up and before transitioning to the loading screen
  • Fixed an issue of civilians being blocked from finding the shuttle door during Emergency Evacuation missions
  • Purple question marks should be encountered less frequently during Illuminate missions on Sandy and Arctic planets
  • Fixed the floating head syndrome affecting Helldivers donning the AC-2 Obedient armor while using certain helmets
  • Fixed a bug that was introduced in December where weapons with lower armor penetration than the target’s armor incorrectly dealt one (1) damage rather than zero (0), resulting in misleading visual feedback and negligible extra damage to enemies and Helldivers alike
  • Enemies will now start sinking into the ground when killed near terminals or the extraction point, preventing players from being physically blocked
Known Issues
Top Priority:
  • Black box mission terminal may be unusable if it spawns clipped into the ground
  • Stratagem balls bounce unpredictably off cliffs and some spots
  • Balancing and functionality adjustments for DSS
  • Pathfinding issues in Evacuate Colonists Illuminate missions
  • Dolby Atmos does not work on PS5
Medium Priority:
  • Players can get stuck on Pelican-1’s ramp during extraction
  • Explosives can cause Helldivers hidden behind terrain to ragdoll
  • Currently equipped capes don't display properly and show a blank grey cape in Armory tab
  • Players who use the “This is Democracy” emote on their ship might unintentionally send their fellow Helldivers on unauthorized unscheduled spacewalks
  • AX/TX-13 “Guard Dog” Dog Breath does not show when it is out of ammo
  • The Barrager Tanks turret has armor 0 and no weak spots
  • Higher zoom functions do not zoom the camera in through the scope on the LAS-5 Scythe
  • Weapons with a Charge-up mechanic can exhibit unintended behavior when firing faster than the RPM (Rounds Per Minute) limit

This has been the latest from Super Earth
Release Captain Carlberg out

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PATCH 01.002.005

Small patch incoming from High Command

Overview
  • Crash fixes
  • ADS jitter fix
  • Miscellaneous fixes
Fixes
Crash Fixes and Soft-locks:
  • Fixed a crash caused by Illuminate ships despawning
  • Fixed some potential crashes when the player quits the game
Miscellaneous fixes
  • Fixed an issue with jitter when aiming through scopes
  • Fixed an issue with the STA-X3 W.A.S.P Launcher's targeting not properly working when using one owned by another player
  • Reduced disconnections in Illuminate missions

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