HELLDIVERS™ 2

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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

Continue reading...
 

A Helldivers x Killzone Update: Season's Greetings

Seasons greetings, Helldivers!

We’re here to talk to you about our crossover with Killzone, which added new premium items to the Superstore.

As this was our first crossover offering, we’ve been listening to the response, and the feedback we’ve received from our community surveys is that crossover content is really high up on your wishlists.

At the same time, some of you are not happy with the prices of the items and we will revisit this.

Many of you were also concerned that items wouldn’t be in rotation for long enough, and there was a bit of concern around how these items exist outside of our usual Warbond releases, which are always themed in our own universe.

Because of all this, in partnership with our friends at Guerrilla (and as we’re in the season of holiday cheer), we’ve decided to offer a gift to all players.

Firstly, we are gifting to everyone the planned second wave of the Helldivers x Killzone collaboration items today, free of charge. The distribution of those items will begin shortly, in two waves.

As such we're also going to extend the duration of the items currently in the Superstore from 5 days to 10 days so that you have a chance to get hold of it and reduce the risk of missing out.

We’re also investigating solutions for how we can bring these items back permanently in the future.

The W.A.S.P. stratagem will be available for you all to unlock via a major order shortly.

We hope you have a great holiday period, and continue to enjoy spreading managed democracy in Omens of Tyranny!

Merry Christmas,
Arrowhead Game Studios & Guerrilla Games

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Helldivers 2 x Killzone

Greetings, Helldivers!

We hope you’re having an awesome time with Omens of Tyranny and are busy maintaining sweet liberty in a star system near you by offering the undemocratic Illuminate hordes another way of life: death.

To celebrate your heroics in liberating the Voteless from their tortured existence, we’re bringing to the table our first official crossover - and it’s a super cool one.

We decided a long time ago to do crossovers only if and when they make perfect sense for the game. So in that spirit, we’re hyped to announce our very first crossover: Killzone 2.



Helldivers 2 x Killzone 2 belongs to a new tier of special Premium content reserved for collaborations and other uniquely-themed work. Our plan is to offer you something distinct and special.

High Command informs us that beyond the Superstore content, there’s also an additional Killzone 2 reward for all Helldivers depending on your success in the Galactic War…

Meanwhile, on the subject of the Superstore: in the interests of relentless democracy, we regularly run surveys on discord and reddit. Based on your feedback, we feel we can improve how the Superstore currently works.

Right now, many of you feel the items are in rotation for too short a time, and that you sometimes miss out on that killer look you had your eyes on. At the same time, the more things we add to the store the longer it takes to come back into rotation.

As we’re not quite ready to roll out a full redesign, we’re going to temporarily test longer rotations with Killzone, which will stick around for 5 days per page instead (there will be two pages of items to explore).

After this, the page rotation will go back to its usual cadence and we will be asking for your feedback on our test. If you think this is too short, or you want us to look into bringing items back for longer periods, we’ll ask again in future surveys.

Have fun, turn back those Illuminate incursions and give ‘em hell, ‘divers!

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PS. Here’s a peek at part one, which is out now! The second part will be landing in the Superstore on December 23.

Continue reading...
 

PATCH 01.002.203

Freedoms greetings Helldivers!
Small Hot Fix coming in before the holidays to address some paint points.

Overview
  • Crash Fixes
  • Matchmaking & connection improvements
  • Miscellaneous fixes
Fixes
Matchmaking & Connection Issues:
  • Matchmaking improvements to reduce wait times.
  • Addressed an issue which forced disconnections in specific gameplay conditions during Illuminate missions
Crash Fixes and Soft-locks:
  • Fix for a 100% crash affecting a subset of players within range of Illuminate towers during Ion Storms
Miscellaneous fixes
  • Fix Siege Ready armor passive not affecting ammo pools on initial dives when joining an ongoing mission.

Continue reading...
 

PATCH 01.002.002

Good day Helldivers, small crash fix update from high command to ensure your continued victory against the Illuminate scourge

Overview
  • Crash Fixes
Fixes
  • Fixed crash when a player leaves while ragdolling and throwing grenades
  • Fixed potential crash when hotjoining illuminate missions
  • Fixed crash when large amounts of destruction is taking place
  • Fix for crash when reloading a shotgun and entering the FRV MG
  • Fixed some potential crashes on joining or leaving other player's ship"
  • Fixed crash that could occur on certain explosions
  • Fixed potential crash when calling vehicle stratagems
  • Fixed crash that could happen when fighting in a colony map.
Known Issues
These are issues that were either introduced by this patch and are being worked on, or are from a previous version and have not yet been fixed.
Top Priority:
  • Players are unable to emote when flying through the air
  • Stratagem balls bounce unpredictably off cliffs and some spots
  • Balancing and functionality adjustments for DSS
  • Matchmaking improvements to reduce wait time during peak hour
Medium Priority:
  • Firebomb Hellpods can no longer destroy larger enemy types such as tanks
  • Players can get stuck on Pelican-1’s ramp during extraction
  • High damage weapons will not detonate Hellbombs already present on the map
  • Players using the Microsoft IME languages are unable to type Korean, Japanese and Chinese language characters in chat
  • Weapons with a Charge-up mechanic can exhibit unintended behavior when firing faster than the RPM (Rounds Per Minute) limit
  • Players who use the “this is democracy” emote on their ship might unintentionally send their fellow Helldivers on unplanned spacewalks

End of Transmission

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New Warbond dropping into HELLDIVERS 2 today!

Citizens of Super Earth! Do not fear the resurgence of Illuminate scum–the Helldivers will be ready to fight them in the streets, at your doorsteps, and on the city borders and boundaries! The Ministry of Defense is authorizing the sale and distribution of the Urban Legends Premium Warbond to all Helldivers, available starting now!

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You’ve been fighting in swamps, deserts, and frozen wastelands with our finest weapons. But what kind of kit do you need to make a dent in the invading forces when it comes to your own streets?

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Fighting in colonies means narrow streets and close encounters, so we’re introducing our first melee secondary weapon with the SQC-19 Stun Lance. This extra-large poker will give you good range and pairs perfectly with the SH-51 Directional Shield stratagem.

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We think you’re going to appreciate some stationary firepower–something you can call down into a city center to put a dent in those Illuminate Harvesters. The E/AT-12 Anti-Tank Emplacement will allow you to liberate even the most heavily armored of enemies using the most democratic of firepower.

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But what if you’re facing down a horde of Voteless and the Anti-Tank just won’t take out enough of them at once? I know what I’m going to call down: the A/FLAM-40 Flame Sentry. A stationary, high-powered flamethrower turret. Be careful with this one, though, Helldiver–if the red ammo canister takes too much fire, the whole sentry will go up in flames, taking anyone nearby with it.

While you’re busy holding off the onslaught with the shield and lance, you can get some additional help from the new Armed Resupply Pods booster, which upgrades your resupply pods with a tiny top-mounted turret to fend off stragglers while you make your way to the ammo drop. Just remember to keep your head down on approach!

Turn yourself into an immovable object for the enemy with the SR-18 Roadblock heavy armor. With a crested, Spartan-style helmet and imposing pauldrons to bulk up your shoulders, you’re sure to look the part.

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But if you’re feeling like you need an agile light armor to move fast in the streets, there’s also the SR-24 Street Scout that’s giving some S.E.A.F trooper vibes. Both of these armors feature the Siege Ready passive, which increases your primary weapon reload speed by a whopping 30% and your primary ammo capacity by 20%!

Urban Legends has two capes with a gray and yellow color scheme that looks great with either armor set: the Greatcloak of Rebar Resolve with an extra large skull design, and the sleek, asymmetrical Holder of the Yellow Line cape.

The Illuminate threaten our colonies with slavery and death. We have chosen our words carefully–perhaps they should have done the same. The "This is Democracy" emote will show those squids that Super Earth will not be conquered.

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There are also coordinating player cards for Rebar Resolve and Holder of the Yellow Line, as well a new set of urban camouflage patterns, Concrete Jungle, for your hellpods, shuttle, exosuit, and the brand new FRV which will be available soon! And like our previous Warbonds, we’re including plenty of Super Credits to unlock.

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The citizens of Super Earth’s colonies will rest a little easier knowing you’re armed with the latest from the Ministry of Defense. Gear up, Helldivers, and make the streets safe again with Urban Legends–available now!

Continue reading...
 

Helldivers, join the fight against the Omens of Tyranny!

The time has come, Helldivers. The War has changed.

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These are dark times for freedom loving citizens everywhere. Our galaxy grows cold from the embrace of old enemies returning and darkens with the threat of new horrors emerging.

We must now stand together in Super Earth's light and oppose these sinister tidings.
These Omens of Tyranny

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

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At the end of the First Galactic War, the Helldivers worked together to eradicate the Illuminate. We believed we were successful, and for nearly 100 years, we have lived in relative peace, holding the Terminid and Automaton threats at bay. Thanks to our continued recruitment and training of new Helldivers, we have held these two fronts with complete, unmitigated success.

But now the Illuminate have emerged seemingly out of nowhere. Even though we don’t know the true origin of the invasion, we have no choice now but to suppress three factions in the Galactic War.

The Illuminate are spreading through mind control, abducting citizens of weaker dedication to democratic ideals and brainwashing them for a dark purpose which is still yet unknown to us. These mind-controlled citizens have been twisted and corrupted into a menace we call The Voteless–Super Earth’s own people turned against the principles of Democracy and fair elections, losing their ability to vote entirely.

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The intentions behind the Illuminate invasion are still unclear. Right now, they remain as smaller bands of insurgents, staging attacks, building mysterious structures, and abducting citizens before disappearing again.

It’s up to us to stop them from getting their totalitarian tentacles any deeper into Super Earth’s domain.

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The Fight at Our Doorstep
Omens of Tyranny is bringing the fight into the streets, with new mission areas inside Super Earth’s many colonies.

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Our colonies are being ravaged by these invaders, turning our once bright and sunny streets filled with smiling citizens into dark ruins, overrun by Voteless and Illuminate. Arm yourselves with your trusted tools of destruction and rid our colonies of this scum.

But it won’t be easy. Gone are the wide-open spaces that Helldivers are accustomed to fighting in. Cities mean closer quarters, dark alleys, and forked paths where one wrong turn means meeting a horde of Voteless to liberate. You’ll need your best and brightest squad to navigate them carefully.

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

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Keep following the Major Orders issued by Super Earth High Command and you will get the keys to your very own FRV–a brand new, top-of-the-line manual transmission reconnaissance and combat vehicle. The whole squad can ride together, and your passengers can even lean out of the windows to lay down some suppressive fire as you shift gears and speed to your next destination. Just one question left: Who's driving?

There’s more to discover yet, and we can’t wait to get you back into the fight.

The newest major update for HELLDIVERS 2, Omens of Tyranny, featuring the return of the Illuminate faction, is now live! High Command has ordered all Helldivers to report to their Super Destroyers – it’s time to give these squids hell.

Introducing DualSense Wireless Controller – HELLDIVERS™ 2 Limited Edition

(Insert HD2 LE DualSense Trailer YouTube Link here)

Eliminate bugs, bots and squids with the Super Earth Ministry of Defense’s sleek new DualSense Wireless Controller – HELLDIVERS 2 Limited Edition, sporting the iconic yellow and black armor paint scheme.

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The DualSense wireless controller – HELLDIVERS 2 Limited Edition will be available in limited quantities for $84.99 / €84.99 / £74.99. Pre-orders start on December 20, 2024 at participating retailers, with launch on February 6, 2025. The exact launch date and availability for the controller may vary by country/region.

direct.playstation.com Purchase Information:
Starting Friday, December 20 at 10am ET in the U.S. and 10am local time in the U.K., France, Germany, Belgium, Luxembourg, Netherlands, Italy, Spain, Austria, and Portugal, players will be able to pre-order the DualSense wireless controller – Helldivers 2 Limited Edition exclusively through direct.playstation.com.

Helldivers 2 Soundtrack Now on Vinyl
Suit up, Helldivers! The HELLDIVERS™ 2 (Original Game Soundtrack) vinyl is being prepared for deployment.

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It features:
  • Translucent bright yellow disc
  • Incredible music by Wilbert Roget, II
  • Single-pocket jacket with credit insert
Pre-order now and join the fight for freedom!
Link [helldivers2.lnk.to/vinyl]

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PATCH 01.002.001

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

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

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

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

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

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

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

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


Balancing

General changes
Exploding Barrels
  • The barrels have been upgraded with a more potent fuel mixture and now come with additional incendiary compounds to increase fuel efficiency. However, upon detonation they now leave a trail of fire behind, becoming more hazardous
Helldiver
  • Thanks to Super Earth’s latest military technical advancements, all Helldiver armor now comes with a fire-retardant coating. It now takes slightly longer for Helldivers to be set on fire
Primary Weapons
SG-225SP Breaker Spray & Pray
  • Improved ergonomics from 25 to 50

Sidearms

SG-22 Bushwhacker
  • Reload duration decreased from 3 to 2.5 sec
Throwables
G4 Gas Grenade
  • Demolition strength increased from 10 to 30
G-10 Incendiary Grenade
  • Increased the fire duration
Stratagem Support Weapons
RL-77 Airburst Rocket Launcher
  • New weapon function: In addition to the existing ‘Flak’ projectiles, players can now switch to ‘Cluster’ munition projectiles. Cluster projectiles detonate based on a timer, not a proximity trigger. Both modes deploy the same number of bombs, with the following differences:
  • Flak projectiles and bombs work the same as before
  • Cluster munition bombs have a short arming time
  • Cluster munition bombs do not have detonation timers
LAS-98 Laser Cannon
  • Max spare magazines increased from 1 to 2
  • Decreased heat buildup when firing by 20%

Boosters
Flexible Reinforcement Budget
  • Increased the bonus gained by the Flexible Reinforcement Budget Booster by 150%
Expert Extraction Pilot
  • Increased the bonus gained by the Expert Extraction Pilot Booster by 100%
Muscle Enhancement
  • Increased the bonus gained by the Muscle Enhancement Booster by 40%
Motivational Shock
  • Increased the bonus gained by the Motivational Shock Booster by 100%

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

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

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

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

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

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


Fixes

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

  • The Reinforced Scout Strider does not telegraph its rocket attacks
  • The spawn rate of Reinforced Scout Striders on higher difficulty levels has been reduced
  • The minimum range for rocket launches by the Reinforced Scout Strider has been increased
  • The Reinforced Scout Strider will now pause before initiating a rocket launch
  • New thruster visual effects improve the anticipation and clarity of rocket launches
  • The side rockets of the Reinforced Scout Strider now explode more reliably when hit by players
  • Excessive ragdolling can cause a feeling of helplessness and frustration
  • The Helldiver will now remain prone after ragdolling instead of automatically standing up.
  • Fire status effects also now wear off faster when ragdolling
  • This will provide better protection and survivability in the prone position by reducing vulnerability to ranged attacks, explosions, fire and additional ragdoll effects. It will also give players control of their avatar sooner, allowing them to decide whether to stand, run, crawl, use a stim, or take other actions without waiting for the avatar to stand automatically.
  • We are continuing to monitor ragdolling issues and exploring potential adjustments. We welcome your feedback on these changes and their impact on gameplay!

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

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

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

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

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

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

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

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

End of Transmission
Release Captain Carlberg, Galactic Communications Specialist Baskin and Vice Admiral Ayre

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Visit the Game Awards on Steam to unlock the TR-117 Alpha Commander armor early!

Visit the Game Awards event page on Steam to unlock the TR-117 Alpha Commander armor early! The shiny green Alpha Commander set features the Med-Kit passive, which allows you to hold more stims and make each one's effect last a bit longer when used.

This coveted set is being made available again in partnership with The Game Awards for a full seven days before its global unlock on all platforms.

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https://store.steampowered.com/app/2765950/HELLDIVERS_2__TR117_Alpha_Commander_Armor_Set

Note: If you have previously unlocked the Alpha Commander set, you will not be able to claim it again.

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Hotfix 01.001.203

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


Top Priority:
  • Excessive ragdolling can cause a feeling of helplessness and frustration
  • Players are unable to emote when flying through the air
  • Stratagem balls bounce unpredictably off cliffs and some spots
  • The Reinforced Scout Strider does not telegraph its rocket attacks

Medium Priority:
  • The Automaton Barrager Tank's turret continues to work despite its body being destroyed
  • Firebomb Hellpods can no longer destroy larger enemy types such as tanks
  • Players are unable to shoot properly while in the air using a jetpack
  • Reinforcement may not be available for players who join a game in progress
  • Players can get stuck on Pelican-1’s ramp during extraction
  • High damage weapons will not detonate Hellbombs already present on the map
  • Players using the Microsoft IME languages are unable to type Korean, Japanese and Chinese language characters in chat
  • Weapons with a Charge-up mechanic can exhibit unintended behavior when firing faster than the RPM (Rounds Per Minute) limit

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Patch 1.001.202

Freedoms Greetings!
Small update coming your way!

Overview
  • Crash fixes
  • Raise flag mission fix
  • Miscellaneous fixes
Fixes
Crash fixes & Soft Locks
  • Fixes a crash which could happen when the player or a hot-joiner first spawns into a mission
  • Fixed a rare crash that could occur with carriable items and looking at the minimap at the same time
Missions
  • Decreased enemy spawn rate while progressing the Raise Flag objective in Spread Democracy missions.
Miscellaneous fixes
  • Fix holding last stratagem input preventing movement on default pc controls.
  • SOS beacons will now look for additional players for the remainder of each mission. They are no longer destroyed when the squad is full. Instead they will deactivate - until someone leaves and the SOS beacon starts looking for additional players again. The SOS beacons will still be destroyed on host migration - this is to allow the new host to decide if they want a new SOS beacon or not.
  • Fixes an issue where the SOS beacons could not be deployed in the same or subsequent missions under some circumstances.
  • Fixed an issue where deploying an SOS beacon could result in your lobby not being made public and couldn't be joined by other players. The intended design is that deploying an SOS beacon makes your lobby public for the duration of the mission.
  • Fixed bug where non-public lobbies could not be joined, despite the host deploying an SOS beacon. The intended design is that deploying an SOS beacon makes your lobby public for the duration of the mission.
  • Fixed the drop wheel, emote wheel and comms wheel snapping the cursor to the outer edges in the radial menus when using a mouse and keyboard.
  • Resolved an issue where users with a large number of in-game friends couldn't see some of their friends' in-game status properly, preventing them from being able to invite or join.
  • Fixed issue where player names could be absent after returning to ship from a mission.
  • Fixed player names and chat text disappearing.
Known Issues
Top Priority
  • Excessive ragdolling can cause a feeling of helplessness and frustration.
Note: We recognize that changes in this area could have a significant impact on the player experience, both positively and negatively, so we are moving forward cautiously. While we are more certain about some changes, others require further thought. These are the adjustments we are currently testing:
  • Allowing players to remain prone after ragdolling when there’s no directional movement input.
  • Enabling the use of stims while ragdolling.
  • Addressing situations where explosions ragdoll players from behind cover.
  • Further adjustments to enemy behavior and projectiles.
  • Being considered prone when ragdolling on the ground.
  • Players are unable to emote when flying through the air.
  • Stratagem balls bounce unpredictably off cliffs and some spots.
  • The Reinforced Scout Strider does not telegraph it’s rocket attacks.
  • We are investigating how we can further improve the play experience against this enemy.
Medium Priority
  • Firebomb Hellpods can no longer destroy larger enemy types such as tanks
  • Players are unable to shoot properly while in the air using a jetpack
  • Reinforcement may not be available for players who join a game in progress
  • Players can get stuck on Pelican-1’s ramp during extraction
  • High damage weapons will not detonate Hellbombs already present on the map
  • Players using the Microsoft IME languages are unable to type Korean, Japanese and Chinese language characters in chat
  • Weapons with a Charge-up mechanic can exhibit unintended behavior when firing faster than the RPM (Rounds Per Minute) limit


That would be all. Dive out

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Patch 01.001.201

Freedoms Greetings Helldivers, Release Captain Carlberg speaking with the latest and greates from Super Earth

Overview
Balance changes

Fixes

  • Resolved Top Priority issues
  • Crashes & Soft Locks
  • Helldiver Fixes
  • Weapons & Stratagems
  • Enemies
  • Missions & Difficulties
  • Social Issues & Galactic War Map
  • Miscellaneous Fixes
Balancing
Stratagems
Shield Generator Relay
  • Increased lifetime from 30 to 40 sec
Primary Weapons
SG-8P Punisher Plasma
    • In response to popular Helldiver demand, General Brasch has issued an administrative order to revert the production changes made to the SG-8P Punisher Plasma (from Patch 01.001.104)
    • We have reverted the latest changes so the SG-8P Punisher Plasma will now have a more noticeable arc in its projectile path, starting off slower and maintaining speed longer. This will affect its recoil, fire rate, and projectile behavior
    • To further improve its effectiveness, the magazine capacity has increased from 8 to 10
    Fixes
    Resolved Top Priority issues:
    • Fixed an issue where encounters would not end and enemy spawning was turned off for the rest of the mission
    • Fixed a bug where the hive breaker drill would become inaccessible when called in
    • Fixed an issue where terminals would lose functionality preventing completion of a mission
    • Dead bodies of Chargers no longer launch Helldivers into the air
    • Supply packs are no longer used when pressing the d-pad down button whilst calling in a stratagem
    • QWERTY keyboard numpad bindings now save correctly after the game restarts
    • The Service Technician is no longer mourning the death of her beloved pet goldfish “Goldie” and can now be interacted with again. Goldie received a dignified funeral and was laid to rest gracefully in a waste capsule, ejected towards the nearest planets atmosphere where the friction between the air and the capsule caused it to heat up, violently explode, and disintegrate
    • Fixed an issue so that other players can now join a lobby via Quickplay after any member of a 4-player party leaves
    • Fixed an issue where the social menu was stuck on ‘Please Wait Democratically’ for some players
    • Friends "Invite only" games can no longer be seen on the Galactic War Map and cannot be joined
    • Fixed an issue where uninvited friends could join Invite-Only games via the Social Menu
    • Invite-only lobbies are no longer shown in the hologram
    Crashes & Soft Locks:
    • Fixed a crash on Difficulty 1 (Trivial) when approaching certain bug holes
    • Fixed a potential soft-lock when abandoning the mission with the squad while fighting bugs
    • Fixed Geological Survey mission soft-locking when players joined/left the mission
    • Fixed a soft-lock that could occur if you hot-joined a game in mission summary and all peers left
    • Fixed a rare crash while browsing the Armory or the Warbond store
    • Fixed a crash that could happen when fog was destroyed
    • Fixed a rare crash related to Flamethrowers and Gas weapons
    • Fixed a crash when repeatedly entering and leaving the tutorial
    • Fixed an issue where the Nuke Nursery could not be progressed if two players called down the drill at the same time
    • Resolved an issue where opening the menu while the Emote wheel was active would prevent players from moving
    • Fixed the Nuke Nursery terminals sometimes not being interactable
    Helldiver Fixes:
    • Fixed an issue causing excessive ragdolling when diving or crawling on uneven terrain
    We're currently working on further solutions to address the ragdolling issues.Weapons & Stratagems:
    • Fixed stim pistol incorrectly affecting the STIMS USED statistic in the mission end screen
    • Fixed dead corpses setting off the rockets from the RL-77 Airburst Rocket Launcher
    • Fixed an issue with the stratagem cooldown that allowed players to call down multiple resupplies or Hellbombs at the same time
    • Fixed an issue where switching to holding a grenade and picking up an artillery shell at the same time caused the artillery shell to become stuck in the Helldivers hands
    • The LAS-5 Scythe scope is now fully operational and can zoom in and out correctly
    • Empty expendable weapons cannot be picked up nor holstered anymore
    • The AR-23A Liberator Carbine now has the 0.5 sec shorter reload duration properly implemented, from 3 to 2.5 sec. It also has the correct magazine unit
    • Fixed a missing mesh for the P-11 Stim Pistol's syringes
    • The MG-43 Machine Gun now has the 0.5 sec shorter reload duration properly implemented
    We mistakenly wrote that the MG-43 Machine Gun was lowered from 4 to 3.5 sec when in reality we lowered it from 5 to 4.5 sec.Enemies:
    • Disabled the gas confusion effect on the Impaler due to odd behavior with its tentacles
    • Fixed an issue where the Impaler tentacles would sometimes not impact its target
    • Adjusted Shriekers pathing in tight spaces. They should now prefer to move around tall obstacles instead of trying to fly over them
    Missions & Difficulties:
    • Fixed Nuke Nursery drills getting dropped on top of bug corpses
    • Lowered the amount of Retrieve Data objectives spawning on the mission for Automatons to match the amount that spawns for the Terminids
    • The Escape Pod objective will now appear on difficulties 1-2 instead of 2-3
    • The Terminid eggs on Purge Hatcheries objectives are now tagged as objectives with correct VO and icons
    • Fixed an issue with Hellpods landing deep underground on edges of Bug Nurseries during the 'Nuke Nurseries' missions
    Social Issues & Galactic War Map:
    • Resolved an issue in the Blocked Players tab where attempting to add a player via the search functionality would incorrectly indicate that the user was blocked
    • Can no longer join blocked players via the Galactic War hologram
    • Resolved an issue that allowed blocked players to continue speaking in voice chat
    • Fixed Emote, Drop and Comms wheel mouse sensitivity not being applied
    • PC players can now use left click to select radial menu options in the Emote and Comms radial menus
    • Resolved an issue where the maximum number of friends displayed in the social panel was limited to 100
    • Fixed an issue that was preventing the friend request widget from popping up
    • Fixed the display of sender names for session invitations that were not showing properly when multiple invites were received at the same time
    • Emotes can no longer be triggered while airborne, ragdolling or sliding. We are monitoring this change and appreciate your feedback for it!
    • Fixed multiple issues in the social system and improved its reliability
    Miscellaneous Fixes:
    • Added information in the loadout boosters menu screen showing which player has equipped what specific booster
    • Fixed an issue where unbound key/button bindings would stay unbound and not revert back to what they were by default
    • Fixed an issue that caused players to sometimes join the wrong friend when joining during a social menu refresh
    • Disabled the third-person player camera while navigating the map
    • Decreased the chances of player clients from attempting to join lobbies that are already full when using Quickplay
    • Fixed an issue where the host's player Title was incorrectly assigned to Helldivers who joined their session
    • Fixed an issue where changing the stamina width in the settings during a mission would not properly resize its frame
    • Fixed a case where carriables could no longer be picked up if they were picked up and dropped on the same frame
    • Fixed an issue of not being able to pick a new first stratagem if it had already been selected
    • Fixed Helldiver character customizations resetting after closing the game
    • Fixed an issue where certain Asian language characters were displayed as question marks in the Major order texts and briefings
    • Fixed an issue where an incorrect platform icon was shown when opening the report popup
    • Fixed missing "-" character in multi-line texts
    • Fixed a bug with camera getting disjointed if entering ADS (Aim Down Sights) as you ragdoll
    • Lowered the resolution of planets when space quality is set to Low and introduced a Medium space quality setting that matches the previous Low setting
    • Light intensity slightly reduced during the Fire Tornado weather effect
    • Fixed an issue where the visual appearance of the Stratagem Hero minigame terminal's arrows lost their colors if a player moved too far away from the terminal
    • Fixed dispatches sometimes showing as question marks for non-Latin language characters
    • Fixed an issue where encounters would still attempt to spawn even after being disabled due to reaching certain spawn limits
    • Fixed an issue where scrolling messages would move the camera
    • Fixed several issues related to Booster descriptions
    • Planets are now properly sorted behind effects like the aurora in the sky during missions
    • Fixed an issue where the crash reporter sometimes wouldn’t show up
    • General Brasch and Jane Helldiver to award Patriotic Medal for Excellence in Patriotism to the members of the Freedom Alliance. Due to budget cuts, these brave Helldivers will receive an extra 3 seconds of R&R which has now been used reading this note. Get back to work Helldivers
    • General performance optimizations, Cubemap, reflections och rendering performance improvements
    End of transmission, Release Captain Carlberg out

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Helldivers 2 is launching Truth Enforcers Warbond on October 31st!

If there’s one thing we love here on Super Earth, it’s the truth. We’ve even got a whole Ministry dedicated to the creation, fine-tuning, and wide distribution of it. It’s about time we gave our Helldivers some Ministry of Truth-approved equipment to match our deep, enduring love of and commitment to the Truth. With these tools, you will become one of Super Earth’s official Truth Enforcers.

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Being a Truth Enforcer means showing your allegiance–your loyalty–to Super Earth’s superiority as the arbiters of truth. The best way to demonstrate loyalty? By carrying the PLAS-15 Loyalist plasma pistol. Come on, it’s got “loyal” in the name already. It also allows you to shoot semi-auto style, or you can charge it up for a shot with more kick.

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We have two infallible primary weapons available in Truth Enforcers, too. First up is the SG-20 Halt: a pump-action shotgun, similar to the Punisher, that can alternate between stun rounds and armor-penetrating flechette rounds. You can stun foes with accuracy and pierce through their lies with little arrows of veracity. If that’s not enough raw sincerity to take them out, you’ve also got the SMG-32 Reprimand, which is a heavy SMG. It also has a cool slap reload, just like in the accurate, true-to-life movies you love.

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It’s not enough to signal your Enforcer status with weapons alone, however. You’re also going to need some new Helldrip. For our light armor loving comrades, you can tap into your bureaucratic spirit with the UF-16 Inspector in crisp, stain-free white with red accents and a coordinating cape, the “Proof of Faultless Virtue.” It’s giving overseer. Squad Leader.

But let’s say you want something a little more hefty and protective, in which case I recommend the UF-50 Bloodhound medium armor and the “Pride of the Whistleblower” cape, picking up on those deep, official-looking reds. And because we want our Helldivers to stand strong against all who oppose the truth, both of these armors have the Unflinching passive, which reduces staggering when hit.

Truth Enforcers also includes new cosmetic patterns for your hellpods, exosuits, and Pelican-1. The Inconspicuous Black Pattern looks as mysterious as it does ceremonial. Equip these and you’ll bring immediate order to the chaos of other divers in your squad. To fully walk the walk and demonstrate your commitment to Super Earth’s order to the team, you can equip the new player title, Free of Thought.

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You’ll also be able to secure the At Ease emote, giving your Helldiver a stoic, commanding, order-following vibe. This Enforcer isn’t the type to laugh at all these pull-my-finger emote jokesters on the squad. You know they need proper clearance and permits for that.

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Don’t worry–we didn’t forget about the booster, either. Have you ever wanted just a little bit more stamina on the battlefield? Have you ever thought, while being chased by a Terminid horde, I’d die to have just a bit more gas to go the distance. If that sounds like you, Helldiver, then I have some good news: the new Dead Sprint booster may drain your health once your stamina is at zero, but it will enable you to keep outrunning the enemy.

The spread of truth and justice across the galaxy is a big job, Helldiver, but a real Truth Enforcer has the tools and the talent to do it. The Truth Enforcers Premium Warbond* lands on October 31st!

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

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60 Day Timeline Conclusion Update

Fellow Helldivers,

As we wrap up our 60-day community commitment, I want to take a moment to reflect on the journey we've taken together. Your feedback regarding the Escalation of Freedom update was both insightful and vital to our improvement process. We listened, we learned, and we took action.

Key developments:

  • There’s been a comprehensive balancing pass on over 70 weapons and stratagems, reworking armor penetration and adjusting enemy armor and health values

  • Several enemies have been overhauled to ensure they present a challenge while feeling rewarding to defeat. Notable changes include reducing armor values for heavy enemies like Hulks, Chargers, Impalers and Bile Titans, along with limiting the rocket fire from Devastators and Gunships

  • We took a deep dive into core systems like enemy spawning as well as targeting and vision for the Automatons
In terms of performance, we’ve made some big changes under the hood to ensure a more responsive and optimized experience as you bring freedom and justice to Super Earth:

  • We’ve refactored UI systems to render more efficiently and we’ve optimized fire effects and terrain deformation

  • We’ve improved our internal systems and teams—automated testing has gotten better and our Engine team has expanded to help us refine our processes for long-term stability and smoother gameplay
Our commitment to You moving forward:

As we keep building this game, we are committed to keeping the lines of communication open through regular player surveys, improved patch notes, and more frequent updates via blog posts and streams. We will also continue to expand our closed betas, to make sure we catch valuable feedback early.

On behalf of the team at Arrowhead, I want to thank you for your patience, your insights, and your passion for our game. We’ve genuinely enjoyed seeing your reactions to our latest updates, and we’re excited to continue developing the game while ensuring that it delivers on its core fantasy and remains a game we all love to play.

Together, we are shaping the future of Helldivers 2, and we can’t wait to show you what’s next for the core game experience and the next chapters of the Galactic War.

In solidarity,

Mikael E

Game Director

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Patch 01.001.104

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Freedoms greetings citizens of Super Earth! Im your host Release Captain Carlberg bringing you the latest and greatest from high command. So without further ado let us dive in.

Overview
The final part of our 60 day commitment is here!
This patch marks the last set of changes we aimed to implement for the 60 day community commitment while also addressing issues we previously didn’t have time to fix.

So what does this patch contain?
We have made changes to the remaining weapons and stratagems we weren't able to finish for the patch on September 17th, ensuring they’re now more interesting and effective. We have also dedicated some time and we’ve looked over some key core systems like enemy spawning as well as targeting and vision for the Automatons. Based on your feedback, we’ve fine-tuned the Automaton experience to hopefully make them feel less frustrating to play against. Additionally, we have also adjusted the Helldivers durability to make your armor choices feel more impactful.

Finally, we've introduced new functionality to certain items to give players more depth in mastering their equipment. For example, the GR-8 Recoilless Rifle and the AC-8 Autocannon now have programmable ammunition, and drones that come with backpacks can be toggled on or off for added control.

We hope you enjoy these changes! The team at Arrowhead has been thrilled to work on this 60-day commitment for you, our community and players and seeing your reactions to the work we’ve done! Together, we aim to ensure Helldivers 2 delivers on its core fantasy and remains a game we all love to play.

Balancing
General changes
Additional Supply Items are now visible on the minimap
  • Exosuits
  • Support Stratagems
Removed ricochets from Orbital Stratagem projectiles, Eagle-1 bombs and FAF-14 Spear missiles
  • They can no longer ricochet off of targets
Helldiver armor tweaks, both Heavy and Light armor are now more effective

Heavy armor reduces damage taken by 25%, up from 20%
  • 5% more damage reduction
Light armor increases damage taken by 25%, down from 33%
  • 8% less damage taken
Stratagems and Weapon tag description updates, they now show more information and are also categorized
  • Armor penetration 2 is classified as Light armor penetrating
  • Armor penetration 3 is classified as Medium armor penetrating
  • Armor penetration 4 is classified as Heavy armor penetrating
  • Armor penetration 5+ is classified as Anti tank
Primary Weapons
Plasma projectile behavior
  • We’ve standardized the behavior of Plasma projectiles, which previously had varying characteristics in how they traveled through the air. Now, all Plasma projectiles experience high drag, causing them to slow down faster. However, each plasma weapon still fires projectiles at different speeds and calibers, so their effective ranges will remain distinct. For most weapons, this change won’t be very noticeable
  • With the SG-8P Punisher Plasma you’ll see a less pronounced arc in its projectile path. Instead, it will start off faster and lose speed more rapidly, keeping its effective range about the same
PLAS-101 Purifier
Projectiles can now be charged up with a damage multiplier that scales
  • Minimum charge of 0.1 sec gives a 50% damage multiplier
  • Maximum charge of 1 sec gives a 100% damage multiplier
  • Maximum charge projectile damage increased from 100 to 200
  • Maximum charge projectile durable damage increased from 50 to 100
  • Maximum charge explosion damage increased from 150 to 300
  • The explosion doesn’t scale, but a fully charged shot has a different explosion effect:
  • Minimum charge (0.1–0.99 sec): Inner radius 1m, outer radius 2m, explosion damage 75
  • Maximum charge (1 sec): Inner radius 2.9m, outer radius 3m, explosion damage 300
PLAS-1 Scorcher
  • New weapon function: Auto fire mode
  • Fire rate increased from 250 to 350
  • Magazine capacity increased from 15 to 20
  • Spare magazines decreased from 6 to 5
SG-8P Punisher Plasma
  • Reduced recoil
  • Fire rate increased from 80 to 100
AR-23 Liberator
  • Horizontal recoil reduced by 30%
AR-23P Liberator Penetrator
  • Horizontal recoil reduced by 30%
  • Increased magazine capacity from 30 to 45
  • Spare magazines decreased from 10 to 7
AR-23A Liberator Carbine
  • Horizontal recoil reduced by 30%
  • Ergonomics increased from 65 to 70
  • Reload duration decreased from 3 to 2.5 sec
BR-14 Adjudicator
  • Horizontal recoil reduced by 30%
  • Projectile damage increased from 80 to 90
  • Projectile durable damage increased from 16 to 23
  • Magazine capacity increased from 25 to 30
AR-61 Tenderizer
  • New weapon function: 600/850 RPM
JAR-5 Dominator
  • Moved from the Explosive weapon category to the Special weapon category
Sidearms
P-113 Verdict
  • Armor penetration increased from 2 to 3
  • Projectile durable damage increased from 13 to 32
  • Stagger strength increased from 13 to 15
P-4 Senator
  • Armor penetration increased from 3 to 4
  • Projectile damage increased from 175 to 200
  • Projectile durable damage increased from 35 to 70
P-11 Stim Pistol
  • Spread decreased from 30 to 5
  • Muzzle velocity increased from 80 to 200
Throwables
K-2 Throwing Knives
  • Uses increased from 8 to 20
G-12 High Explosive Grenade
  • Damage increased from 400 to 800
G-6 Frag Grenade
  • Damage increased from 250 to 500
G-10 Incendiary Grenade
  • Damage increased from 150 to 300
Stratagem Support Weapons
AC-8 Autocannon
New weapon function: Programmable ammunition now allows you to switch between normal and and flak projectiles
  • Flak projectiles are proximity triggered shrapnel explosions with a larger explosion radius
GR-8 Recoilless Rifle
New weapon function: Programmable ammunition now allows you to switch between normal projectiles and High Explosive rounds
  • High Explosive rounds have a larger explosion radius, deal more explosion damage, less projectile damage and are less effective against tanks
RL-77 Airburst Rocket Launcher
  • Reload duration reduced from 7 to 5 sec
M-105 LMG Stalwart
  • Ergonomics increased from 25 to 40
MG-43 Machine Gun
  • Magazine capacity increased from 150 to 175
  • Starting spare magazines increased from 1 to 2
MG-206 Heavy Machine Gun
  • Magazine capacity increased from 75 to 100
Backpacks
LIFT-850 Jump Pack
  • Cooldown reduced from 20 to 15 sec
  • Stronger thrust force
  • Thrust vector has been tweaked. Will have a slightly higher jump and more forward momentum
AX/AR-23 “Guard Dog”
  • Switch from AR-23 Liberator rounds to AR-23P Liberator Penetrator rounds.
  • Armor penetration increased from 2 to 3
  • Damage decreased from 70 to 60
  • Magazine capacity increased from 30 to 45
Drone Backpacks now has a new toggle drone function
  • Activate: The drone leaves the backpack and starts to perform its tasks
  • Deactivate: The drone returns to the backpack into a passive standby state
Stratagems
Eagle Strafing Run
  • Explosion radius slightly increased
  • Explosion damage increased from 250 to 350
Orbital Airburst Strike
  • Salvoes increased from 3 to 4
  • Duration between salvoes increased from 3 to 4 sec
A/MG-43 Machine Gun Sentry
  • Magazine capacity increased from 125 to 175
  • Cooldown reduced from 120 to 90 sec
  • Life time reduced from 180 to 150 sec
A/G-16 Gatling Sentry
  • Magazine capacity increased from 400 to 500
  • Cooldown reduced from 180 to 150 sec
  • Life time reduced from 180 to 150 sec
A/MLS-4X Rocket Sentry
  • Cooldown reduced from 180 to 150 sec
  • Life time reduced from 180 to 150 sec
A/AC-8 Autocannon Sentry
  • Cooldown reduced from 180 to 150 sec
  • Life time reduced from 180 to 150 sec
MD-17 Anti Tank Mines
We are working on changes to the Anti-Personnel and Incendiary Mines, however we are not yet happy with the fixes, as we feel they introduced too many new problems. We will continue working on these changes and include them in a future patch
  • The mines are now only triggered by heavier enemies like Chargers, Bile Titans, Impalers, Hulks
  • Damage increased from 800 to 2000
  • Explosion radius decreased
A/ARC-3 Tesla Tower
  • Reduced charge-up shots cooldown from 3 to 1 sec
  • Cooldown reduced from 150 to 120 sec
  • Lifetime reduced from 180 to 150 sec
FX-12 Shield Generator Relay
  • Removed charge delay between damage taken
  • Increased charge rate from 300 to 400 health/sec
  • Radius increased from 8 to 15m
  • Once the shield is down, it will no longer regenerate
Gameplay
Patrol Spawning
  • Previously, once the mission was completed but before extraction, we significantly increased patrol spawns across the entire map.
    Now, the increased patrol spawns are concentrated around the extraction site, with more patrols appearing the closer you are to it. This change should make patrol spawning feel more logical and reduce the penalty for players who complete the mission but still want to explore the map or collect samples. Please let us know if you still experience issues with the patrol spawning!
Terminids
Bile Spewers
  • Legs health reduced from 300 to 200
Nursing Spewers
  • Legs health reduced from 300 to 200
Hunters
  • Have a short shared area cooldown for their pounce ability
  • Can now totally blow up if affected with enough damage
Scavengers
  • Can blow up if affected with enough damage
Automatons
Automaton Targeting
  • Some enemies were able to shoot at you without needing proper line of sight, which caused them to fire into or through walls, track you even when hidden, and ignore smoke effects. We've addressed these issues, so now you should be able to use stealth more effectively against the Automatons, and they won’t be able to shoot through walls or see you when they shouldn’t. Please let us know if you still encounter issues like these!
Automaton projectiles
  • Normal small projectiles damage reduced from 40 to 35, used by enemies like the Devastators, Emplacements and Conscripts
  • Heavy projectiles damage reduced from 65 to 60, used by enemies like the Heavy Emplacements and Scout Striders
Hulk Bruiser
  • In response to their disapproval of a newly installed cannon on the Automaton Hulk Bruisers, Super Earth High Command sent a crack commando to sabotage their production facilities. The skilled operative promptly escaped into the shadows after completing their mission. Today, still wanted by the Automatons, they survive as a soldier of fortune. If you have a problem, if no one else can help, and if you can find them, maybe you can enlist… John Helldiver
  • As a result the Automatons had to revert back to using rocket launchers for their Hulk Bruisers
All Devastators
  • Head armor decreased from 2 to 1
  • Head health increased from 100 to 110
Berserkers
  • Head health decreased from 125 to 110
Heavy Devastator
  • The pause between their salvoes has been slightly increased, providing Helldivers with a better opportunity to counterattack
All Tanks
  • Front armor reduced from 6 to 5, our previous tweak didn't have the intended effect on gameplay that we expected so we’ve reverted this back
  • The rear weak spots of the Tank's body now have their own health pool, which matches the Tank's previous total health. Once this health pool is depleted, the Tank will be destroyed. Additionally, these weak spots also deal 150% damage to the Tank's main health
Annihilator Tank Turrets & Shredder Tank Turrets
  • The rear weak spots of the Tank's body now have their own health pool, which matches the Tank's previous total health. Once this health pool is depleted, the Tank will be destroyed. Additionally, these weak spots also deal 200% damage to the Tank's main health
Barrager Tank Turret
  • The Turret is now destroyed if the Tank body is destroyed
Fixes
Resolved Top Priority issues:
  • Not enough enemies spawn to complete Eradicate missions
  • Some enemies were able to shoot at you without needing proper line of sight, which caused them to fire into or through walls, track you even when hidden, and ignore smoke effects
  • Patrol Spawning should now feel more logical and reduce the penalty for players who complete the mission but still want to explore the map or collect samples
Crash Fixes and Soft-locks:
  • Fixed crash that could occur when getting knock backed while wearing the energy shield backpack
  • Fixed potential crash when a peer leaves with unique armor customization
  • Various crash fixes
Miscellaneous Fixes
  • Fixed bug where helldivers wearing heavy armors would be immune to gas status effect
  • General Brasch returns from holiday retreat in foggy hillside town
Known Issues
These are issues that were either introduced by this patch and are being worked on, or are from a previous version and have not yet been fixed.
Top Priority:
  • The hive breaker drill may be inaccessible when called in
  • Players may not receive Friend Requests sent from another platform
  • Terminals may lose functionality blocking completion of a mission
  • Social menu is stuck on ‘Please Wait Democratically’ for some players
  • Title may crash during intro cinematic or title screen
  • Friends "Invite only" games can still be seen on the Galactic War Map but cannot be joined
Medium Priority:
  • Players are unable to shoot properly while in the air using a jetpack
  • Stratagem balls bounce unpredictably off cliffs and some spots
  • Some Eagle Stratagems may not drop when deployed on a swamp planet
  • Reinforcement may not be available for players who join a game in progress
  • Pelican-1 may sometimes be launched away if hit with an impaler tentacle
  • Supply packs may be incorrectly used if pressing down on a controller while calling in a stratagem
  • High damage weapons will not detonate hellbombs already present on the map
  • Some enemies that bleed out do not progress Personal Orders and Eradicate missions
  • QWERTY keyboard numpad bindings does not save correctly after the Title restart

That is all for today! A democratic day to you
Release Captain Carlberg out

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Patch 1.001.103

Freedoms greetings. Small update incoming

Overview
  • Crash fixes
  • Miscellaneous fixes
Fixes
Crash Fixes
  • Fixed a crash caused by unique stim pistol owners leaving the game
  • Fixed crash when equipping any purchased hellpod skins on a fresh account
Miscellaneous Fixes
  • Fixed bug where helldivers wearing heavy armors would be immune to gas status effect
  • Can no longer call down multiple seismic probes and prospecting drills at the same time
  • Bots will not get stuck shooting at walls as frequently during evacuate high-value asset missions
  • The audio for all Bug and Bot enemies has been cleaned up and re-balanced recently. The focus has mostly been on their voices, but the movement has been looked at as well. The goal was to make enemy audio more balanced between each enemy type and to make enemies more audible in various situations. It will be subjective but please keep on the lookout for moments where you think the audio should have informed you about the enemy's presence but didn't
  • General Brasch-issued Protection Order for pygmy hippos implemented (The Moo Deng Accord)
Known Issues
Top Priority:
  • The hive breaker drill may be inaccessible when called in
  • Not enough enemies spawn to complete Eradicate missions
  • Enemies are sometimes capable of shooting through walls
  • Players may not receive Friend Requests sent from another platform
  • In High Value Asset defense missions, some enemies may prioritize the generators over the players
  • Social menu is stuck on ‘Please Wait Democratically’ for some players
  • Dead bodies of Chargers can launch the Helldiver into the air
  • Title may crash during intro cinematic or title screen
Medium Priority:
  • Stratagem balls bounce unpredictably off cliffs and some spots
  • Terminals may lose functionality blocking completion of a mission
  • Some Eagle Stratagems may not drop when deployed on a swamp planet
  • Reinforcement may not be available for players who join a game in progress
  • Pelican-1 may sometimes be launched away if hit with an impaler tentacle
  • Supply packs may be incorrectly used if pressing down on a controller while calling in a stratagem
  • Friends "Invite only" games can still be seen on the Galactic War Map but cannot be joined
  • High damage weapons will not detonate hellbombs already present on the map
  • Some enemies that bleed out do not progress Personal Orders and Eradicate mission
  • QWERTY keyboard numpad bindings does not save correctly after the Title restart
End of transmission, Release Captain Carlberg out

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