HELLDIVERS™ 2

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Escalation of Freedom Livestream Event

Helldivers,

Our latest update, Escalation of Freedom, is landing tomorrow and we would like to invite you to join us and our friends over at PlayStation Access to come check it out!

Check out our full blog post here here.

During the stream, our devs will be covering the major details from our biggest update to date. Learn more about the new enemy types, environments, our latest Warbond Freedom’s Flame, and all the big changes coming to the game. Note that the stream will be pre-recorded, but we encourage you to dive into our Discord server to discuss the latest additions.

Also, any Steam players who tune in, you will receive 48 hours early access to the latest armor Super Earth has to offer the “TR-40 Golden Eagle” set. The general rollout will then begin on Thursday August 8th at 10am BST / 2am PT to all players, across all platforms.

Join us here on Steam from 10am BST / 2am PT on August 6th for our 24-hour livestream event! And until then, may your day be Super, Citizens!

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Patch 1.001.002 Escalation of Freedom

Freedoms greetings Helldivers.
We have a lot to cover in this democratic update so without further ado here are the patch notes for
Patch 1.001.002 Escalation of Freedom

Overview
  • Difficulty Level 10 - Super Helldive
  • New mission objectives
  • Bigger enemy outposts
  • New Bugs and Bots
  • New environmental hazards
  • New swamp world
  • Crash fixes
  • Social menu fixes. We have fixed several issues and still have things to improve but know that we are aware and working tirelessly on this, we thank you for your patience and understanding.
  • Balance work
  • Miscellaneous fixes

Major Updates
Difficulty Level 10 - Super Helldive
A new, extreme difficulty level designed for the most experienced and skilled Helldivers, featuring formidable new enemies and intense challenges.

New mission objectives
Two new secondary objectives will soon be active on a planet near you! These faction-specific optional objectives will have you assaulting Automaton human processing plants to destroy their evil Bio-Processor, and venturing deep into Terminid territory to extract with a living larva sample that the bugs will do anything to get back!

Bigger enemy outposts
Assault Terminid strongholds and Automaton fortresses in the new difficulty Super Helldive.
The challenge will be great but the rewards even greater. Search the conquered outposts thoroughly for the confidential data and make sure to extract with it. May liberty guide your path.

New Bugs and Bots
New and enhanced threats to freedom emerge.
Guess who’s back to bug you again? The Impaler returns, burrowing its head and popping tentacles from the ground to catch you off guard. Watch out for its lethal limbs, but don’t miss its weak spot when it digs in - it seems like self-preservation still isn’t its strong suit!

The Impaler however is not all.
Prepare for the rest of the formidable foes! The Rocket Tank rolls in with heavy armor and devastating firepower. The Reinforced Scout Strider now has its previously vulnerable spot fortified and boasts two rockets on each side for greater firepower! The Spore Charger fearlessly invades through the thick acidic fog, accompanied by an Alpha Commander, watch out for its friends!

New swamp planet
Prepare to dive down into an eerie and foggy version of the swamp planet. Keep your wits about you and do not let fear take hold.

New environmental hazards
Acid Storms - Temporarily lowers armor for enemies and the player. Make use of this but stay on high alert Helldivers.

Balancing
SG-8S Slugger
  • Increased stagger force
  • Increased spread
  • Increased drag
SG-225IE Breaker Incendiary
  • Decreased number of magazines from 6 to 4
  • Increased recoil from 28 to 41
GP-31 Grenade Pistol
  • Decreased ammo capacity from 8 to 6
  • Increased the number of rounds replenished from an ammo box from 2 to 4
CB-9 Exploding Crossbow
  • Is now one-handed
AX/AR-23 Guard Dog
  • Increased number of magazines from 6 to 8
Orbital Walking Barrage
  • Increased number of salvos 3 to 5
  • Decreased movement speed by 40%
Orbital 120mm HE Barrage
  • Decreased cooldown from 240s to 180s
  • Reduced time between salvoes

Gameplay
  • The operation modifier Atmospheric Interference has been removed,
  • Additionally for the automatons we added the modifier "Poor Intel" which makes objectives on the map to get a search radius just like most Eliminate objectives already has.
  • Corrosive acid planets no longer have the Intense Heat environment modifier.
  • Gunship Patrols are now less frequent and the amount of ships are reduced.
  • Gunship Engines are less durable now.
  • Improved armory weapon preview controls.
  • Updated orders UI.
  • Energy shields such as the Shield Generator Pack and Shield Generator Relay now block snowstorms as well as sandstorms.
  • A new grief protection system has been added that allows kicked players to continue in their own mission. This allows players to complete the mission and get full rewards despite being kicked.

Fixes
Crash Fixes
  • Decreased the chance of crashing when pressing alt+tab while using exclusive fullscreen window mode. (Windows)
  • Fixed rare crash which could occur while browsing Warbonds.
  • Fixed rare crash which could occur when switching tabs in the loadout.
  • Fixed rare crash which could occur when inviting PSN friends to a session. (PS5)
  • Fixed rare crash which could occur when selecting a booster in the loadout.
  • Fixed crash which could occur when browsing the acquisition center menus and alt-tabbing. (Windows)
  • Fixed rare crash which could occur in the loadout after joining a game.
  • Fixed crash which could occur when ragdolling into barbed wire.
  • Fixed crash which could occur when joining a mission with active vehicle skins from disconnected players.
  • Fixed crash which could occur when peers with unique skins would get kicked or disconnected.
Weapon & Stratagem Fixes

FS-55 Devastator armor
  • Fixed incorrect description.
ARC-12 Blitzer
  • You can now hold the fire button to shoot continuously.
ARC-12 Blitzer, Plasma Punisher
  • Added missing armor penetration tags.
GP-31 Grenade Pistol, LAS-7 Dagger, SG-22 Bushwacker
  • Moved into a Special sidearm category.
LAS-16 SIckle
  • Fixed incorrect fire limit value in the weapon stats.
SH-20 Ballistic Shield Backpack
  • No longer blocks the enemies line of sight.
  • No longer collides with the combat walker.
  • Fixed a bug where picking up an SSSD drive would cause ballistic shields to be dropped.
  • Fixed ballistic shield to not collide with player as long as wielded.
AX/AR-23 Guard Dog
  • Can now be refilled from ammo boxes found on the map
Misc weapon fixes
  • Fixed a bug where weapons would be held sideways after interrupting a stratagem with a stim heal.
  • Fixed arc weapons not shooting out any bolts when line of sight to enemy is blocked by an obstacle. Bolts will now fire but they will hit the obstacle. The misfires did not give the player sufficient feedback. We hope this makes the weapon operation clearer.
  • Fixed arc weapons misfiring when shooting enemies quickly that are aligned horizontally.
  • Added in missing haptics when firing the AR-61 Tenderizer.

Social Menu fixes
  • General improvements to the social menu systems.
  • Resolved some issues related to inconsistent social menu options.
  • Fixed issues regarding squad menu block button.
  • Fixed Various UI issues in the social menu.
  • The “Block menu” now more accurately shows blocked players.
  • Improvements to recent players tab.
  • Improved reliability of social menu options.
  • Resolved issues related to friend code generation.
  • Reduced occurrences of ‘please wait democratically’.
  • Players should find it easier to join one anothers games.
  • Players should find it easier to send/accept/decline friend requests.
  • Improved UX for ‘dangerous’ actions (kick/block/unfriend).

Miscellaneous fixes
  • Fixed a game soft lock where the extraction shuttle would sink into the ground preventing players from extracting.
  • Fixed being able to click hidden items (ie- items that have scrolled out of view) in the settings and bindings menus.
  • Game no longer hangs on quit after changing the crossplay setting.
  • Fixed hellpods not destroying trees in the swamp biome.
  • Weapons supporting auto reload retries could reload twice if interrupted in the final stage and firing occurred before resuming. Auto reload retries can now be canceled by pressing reload.
  • Resolved an issue where transitions into jog and sprint animations would be delayed if spammed.
  • Reduced the intensity of the Experimental Infusion booster visual effect.
  • Fixed missing description from Experimental Infusion booster
  • Fix Helldivers's prone rotation being reset after dodging while aiming.
  • Fixed stamina bar not respecting the stamina visibility HUD setting.
  • Fixed section number of owned stratagems not updating on purchase.
  • Fixed Hologram map preview not showing extraction point.
  • Improved performance of terrain destruction.
  • Fix stuck helldivers in cryo chambers after cutscene interruptions triggered by the host.
  • Improvements to the physics of the Ballistic Shield Stratagem as well as some bugs related to physics.
  • Fixed effects tab top title not showing correctly in Portuguese.
  • Fixed discarding when changing settings menu after changing resolution, render scale or screen device without applying.
  • Fixed special characters not showing in player names when picking up items.
  • Fixed the issue where players couldn't press ESC to discard resolution changes on the popup.
  • Fixed naming of Shrieker nests as Bug holes when pinging.
  • Hive Breaker Drill now does damage when dropped in Nuke Nursery Chamber missions.
  • Fixed weapon aim modes (both global and per weapon) not being remembered between closing and re-opening the game.
  • Fixed progress bar not showing for Raise the flag objective.
  • Adjusted flame effects to work more realistically.
  • It doesn't go through various bodies/objects where bounce off would be the expected behavior, like on armors and static objects.
  • Fixed issue where minimap would allow interactions during ion storms.
  • Changing text language in-game will no longer cause terminals to appear blank.
  • Fixed a bug where equipping a skin from the Warbond's purchase confirmation menu would reset the player's armor selection.
  • Hellpod skins are now visible on ships; initial hellpod drops from host ships will share the host's skin selection, while subsequent reinforcements will use individual skin selections.
  • Samples are transferred to the shuttle when boarding, dying inside the shuttle won't drop samples.
  • Reverting to default settings on a tab will no longer overwrite settings in other tabs.
  • The minimap now closes, if open, when exiting an Exo-Suit.
  • Loadout menu call-in times now include transportation time, aligning with in-game values.
  • Hellbomb stratagem will now be visible on the HUD when you are near an objective where it can be called down.
  • Applied fix to avoid that multiple stratagems - SOS beacon, sentries, resupply pod - would deploy inside of the Escape Pod.
  • Added graphics settings preset for Steam Deck.
  • Helldivers may now use stims while at full health for their other democratic effects.
  • “Kill x amount of enemies by guard dogs" personal orders can now be completed.
  • The latest warbond released will now appear at the top of the warbonds list.
  • Fix "[0/0]" being displayed in assassinate missions.
  • Fixed bug causing equipment previews to load indefinitely.
  • Fixed teammates picking up an item not showing the name in their color.
  • Fixed text chat cursor not working.
  • Implemented a more informative Quickplay toggle button.
  • Fixed effects tab sometimes showing scrambled.
  • Fixed mines being invisible for hot-joining players.
  • Additionally, fixed a bug causing recently deployed mines to become invisible.
  • Mines will no longer detonate if they are shot through a Shield Generator Relay bubble from the exterior or situated behind a solid obstacle and shot at.
  • Display hit markers for all weapons.
  • Fixed mute icon not showing when player muted.
  • Fixed bug when using a stim which canceled other players' sprint.
  • Fixed stimming animation while holding an Expendable AT.
  • Gone in 360 seconds trophy now awarded on difficulties greater than or equal to 6 rather than only on difficulty 6.
  • If a hellbomb is destroyed while it's armed and the timer is active it will explode.
  • Fixed issue where the player can throw an unlimited amount of grenades/throwing knives after diving off of a ledge while holding and then throwing the last throwable.
  • Fixed another issue where the player would hold an invisible grenade/throwing knife if they still had any left after hitting the ground in the same way.
  • Added TOGGLE MICROPHONE option to toggle the microphone activity for voice chat.
  • Sentries now won't try and attack certain buildings, and bullet sentries don't waste ammo on dropships.
  • Fixed HUD Info feed visibility setting not working correctly.
  • Fixed HUD Stratagem Visibility setting showing stratagems UI when set to hidden and opening the map.
  • Fixed UI sometimes showing the wrong amount of bug holes destroyed.
  • Patriot Exosuit missiles no longer self inflict damage.
  • Fix explosions not working from far distances against armored enemies.
  • Fixed issue when not being able to text chat when in loadout and the rest of the team is on the mission.
  • Fixed issues with Mission Control Radio voiceover not triggering.
  • Fixed a bug where changing VO language could take a very long time (sometimes forever) to apply.
  • Fixed issue that was leading the account linking menu to close automatically if it's being accessed through the in-game settings and the user's account was already linked.
  • Defend event progress now properly shown in mission end sequence.
  • Fixed effects tab sometimes showing scrambled text.

Known Issues
  • We are aware and currently investigating some performance issues with difficulty 10, we have begun working on a fix
  • Game may display an infinite loading screen if a player disconnects during the deployment cutscene.
  • Players may sometimes not receive Friend Requests sent from another platform.
  • "Invite only" games created by a Friend can still be seen on the Galactic War map but cannot be joined.
  • “Conduct Geological Survey” mission may become incompletable if a player calls in “Seismic Probe” and immediately leaves the game or disconnects.
  • Bile Titan sometimes does not take damage to the head.
  • Enemies that bleed out do not progress Personal Orders and Eradicate missions.
  • Dead massive enemies may sometimes launch the helldiver into the air.
  • Most weapons shoot below the crosshair when aiming down the sights.
  • Flamethrowers fired from inside the Shield Generator Relay cannot damage enemies.
  • Chain-link fences block flamethrowers’ fire.
  • Stratagem beam might attach itself to an enemy but it will deploy to its original location.
  • “Guard Dog Rover” does not overheat when firing continuously.
  • Reinforcement may not be available for players who join a game in progress.
  • Service Technician on the ship cannot be interacted with - they complained they were bothered too much and could not do their work efficiently.
  • Enemies can sometimes shoot through obstacles

Now go forth, spread the sweet word of democracy.
Release Captain Carlberg out

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Community Update: July 2024

Welcome to another community update for the month of July! We’re back again to give you an update on the Galactic War happenings, some of our favorite moments, and a development spotlight for Helldivers 2!

The War Report
Our last war update took us through the destruction of Meridia. After that, the Helldivers turned their attention to the Automatons and Database One – a stronghold of bot information, hidden deep in Automaton territory on the planet Wasat and protected by super strong encryption. With the help of complementary FX-12 Shield Generator Relays (thanks to our Ministry of Defense!), our troops successfully captured Database One, extracted the info, and liberated Wasat from the Automaton forces.

But then the Automatons did the unthinkable. They came after two of our greatest resources: raw ingredients used to create the MD-17 Anti-Tank Mines and the precious children of Super Citizen Anne’s Hospital for Very Sick Children on Vernen Wells. Due to the unfortunate timing of these distress calls, our Helldivers were forced to make a choice – save the mines, or save the children. The Helldivers wisely chose the children.

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The Ministries of Truth, Defense, Humanity, Expansion, Science, Unity, and Prosperity have authorized us to thank our Helldivers for their decision to rescue the children of Super Citizen Anne’s. We are proud of our soldiers, diving and fighting for all those little lives on Vernen Wells.

The victory was sweet, but the war continued on the Terminid front. The Supercolony might be gone, but Terminid population levels were still too high, particularly in the Mirin and Draco sectors. The Ministry of Defense granted Helldivers the temporary use of the Hive Breaker Drill (modified from the Tectonic Drill) to successfully destroy underground Terminid nurseries, eliminating the vile bugs before they matured into full grown terrors.

The Helldivers continued to jump back and forth, agilely holding the Automaton front and the Terminid front as both made advances. In the Xzar sector, Automaton forces were attempting to reactivate their defunct factories and reclaim territory, but the Helldivers held their ground and prevented another bot uprising, assisted by a short-term authorization for use of the AC-8 Autocannon.

After the victory on Mirin and Draco, the Terminids spread their vile legions to Falstaff and Jin Xi, both sectors reserved by the Ministry of Expansion’s colonization efforts, and the Helldivers were once again called in to reduce their numbers.

The Automatons rose up while Helldivers were distracted and mounted an attack on X-45, the site of the Advanced Weapons Lab from the First Galactic War, to steal plans for a powerful interplanetary battle station. But the Helldivers again emerged victorious, holding X-45, securing the battle station plans, and gaining access to the MLS-4X Commando stratagem.

An opportunity to test the Helldivers’ ever-expanding arsenal arrived in the form of an order to kill one hundred million Terminids. For our troops, this was child’s play, with the Helldivers completing the major order well ahead of schedule.

The War Table
Game Master Joel and the community team have really only one major highlight for this month because we’re all still reeling from how it unfolded.

Solving the Trolley Problem
Helldivers proved us wrong in the most wonderful way possible when they chose to save the children of Super Citizen Anne’s instead of saving the raw materials to make Anti-Tank Mines. Some did it for laughs, of course, but regardless it was inspiring to watch the community come together to do something wholesome. As a result, our Supreme Leader and Chief Creative Officer, Johan Pilestedt, donated $4,311 to Save The Children to make your in-game kindness a reality.

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Game Master Joel’s office wall with a new addition from the children of Super Citizen Anne’s.

In truth, I think we thought players would pick the mines. We’re well aware of the in-joke that not picking the mines has created (as in, “it’s funnier to keep missing them”), but this seemed like an easy victory to grant the community the missing stratagem.

Instead, this was one of those truly incredible moments where the community surprised and delighted us. It felt like the perfect moment for us to live up to your grand example.

We’re also grateful for the continued donations made to Save The Children, again showing us that you go above and beyond as a community. You are truly amazing, Helldivers.

Research & Development
Developer Spotlight: Vidar Rapp
One of the things we’d like to tackle in this section of our updates is introducing our community to our developers, and showcasing their talents and creations.

For this month, we talked with one of our character artists, Vidar Rapp!

Q: Tell us a little bit about yourself and what you do for Arrowhead Game Studios.
A: I'm a Character Artist here at Arrowhead. I've been in the games industry for almost 20 years, starting out at Avalanche Studios back in 2005 and spending my longest stretch working for MachineGames on the Wolfenstein reboot. I joined Arrowhead rather recently, a few months ahead of launch! It's been quite a ride and I'm very excited about all the things we'll be bringing players to enjoy and encounter in the game. When I'm not working on cool art for Helldivers 2, I enjoy cooking, making traditional art, painting sneakers and hanging out with my family & friends!

Q: What’s your favorite thing you’ve contributed to Helldivers 2?
A: My favorite thing I've worked on isn't yet released live, but of the things that are out there in the galaxy, I think the Factory Striders were my favorite contribution as it was one of the first full units I got to tackle since coming aboard. Going online and seeing the first reactions to them from streamers and fans alike was very satisfying!

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Vidar’s Factory Strider

Q: That’s quite the tease! Can you tell us anything about what you’re working on right now?
A: I'm currently working on a planetary modifier that will see new lethal variants of some of our existing bugs spawn. I'm pleased with how they are turning out and I think they will present a unique challenge for the Helldivers. Another enemy I've worked on is the Impaler, which I will not say more about at this point - though returning Helldivers will recall this name with a certain amount of trepidation.

Check out Vidar’s art portfolio here. https://www.artstation.com/vidarrapp
The Mess Hall
And finally, we would like to introduce our long-awaited community team section!
The first order of business is to highlight a few of the incredible fan creations we’ve seen. We are continually amazed by our community’s creativity and talent across so many different mediums. Keep it coming!

First up, we have this stunning piece by LevaSoj which was shared with us in Discord:
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@LevaSoj / @levasoj_

Next we have these three stellar pencil sketches from WisdomThumbs, also on Discord:
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Finally, check out this incredible Airsoft Liberator build by Shirley Productions!
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We’re excited to shine a spotlight on your creations. If we want to feature you, we will reach out via DM, so be on the lookout, artists!

That’s a wrap for this month, Helldivers, but we’ll be back with more from the front lines in August!

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Let the flames of freedom burn bright with new Helldivers 2 Warbond on 8 August.

They say you can’t start a fire without a spark…

Well Helldivers, we’re about to spark a galactic-scale inferno.

Your new Premium Warbond is deploying to all active patriots on 8th August – codename
Freedom’s Flame.*

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Incinerate everything standing in your path with new weaponry almost too hot to handle; survive the heat of battle with lifesaving armour; and burn brightly across the cosmos with fresh emotes, capes, and skins.

Right now, swarms of disgusting bugs and packs of mechanized monstrosities are invading in-nocent worlds.

Stop them… destroy them… cremate them.

Let’s cook, Helldivers. Light it up in the name of liberty!

FIREPOWER

PRIMARY:
SG-451 Cookout

Burn, baby, burn! A pump action shotgun that unleashes a burst of incendiary phosphorus pellets at your helpless enemies.
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FLAM-66 Torcher
A lightweight flamethrower shooting pressurized fuel through a nozzle into a roaring, open flame. Sounds safe. It isn’t. Watch where you’re standing.
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SECONDARY:
P-72 Crisper

A flamethrower that fits in your pocket for the Helldiver on the go! What will those guys think of next? This lovely compact handgun projects a jet of freedom flames over short distances.

BOOSTER
Fiery Drop – Firebomb Hellpods
Scorch the earth (and anything else) below as you touch down with attitude and ignite the drop-site.
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ARMOUR
I-09 Heatseeker
Proudly display the burnished blood-red plates that were forged in righteous fire, like the heroes they were wrought to protect. A true vision of democracy.

I-102 Draconaught
Ah, there’s nothing quite like those satisfying screeches as the enemies of freedom burn. Enjoy it all in this 14-cm sheathed silica fibre foam armour, with exclusive tube-to-ear feature.
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Armour Passive
Inflammable! Enjoy 75% damage resistance to fire as you run head-first into danger like the un-stoppable legend your mum said you’d be.

TITLE
Fire Safety Officer
You can now call yourself Fire Safety Officer. Doesn’t come with a certificate.

SKIN
Safety Orange
Repaint your Shuttle, Hellpod, and exosuit in striking Safety Orange.
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CAPES & CARDS
Purifying Eclipse
A heartfelt tribute to the Liberation of Choepessa IV in the First Galactic War, in which so much orbital ordnance was detonated that its sun was occluded by ash for an entire lunar cycle.

The Breach
The final mission of the 361st Freedom’s Flame saw this storied unit deploy into the heart of a Supervolcano in a mission of heroic sacrifice. Triggering a huge eruption, this act of incredible bravery wiped out a massive Terminid swarm.
As documented in the bestselling graphic novel ‘The Breach’ – available at all good book shops on Super Earth.

EMOTES
Big Stretch, Deep Reflection, and Thoracic Collision Exultation Manoeuvre Co-emote
If you’re going to win. Win in style.

Freedom’s Flame is rolling out to your Destroyer’s Acquisitions panel on 8th August.

So ramp up the temperature to fry up some tasty justice, served with a side order of delicious grilled democracy.

Tonight we dine – and dive – in hell.

See you planetside.

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

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Unleash more Liberty with Helldivers 2: Escalation of Freedom

Welcome to the Escalation of Freedom, Helldivers. We’ve taken the time to gather feedback from our players on the front lines, and we’re bringing greater variety to our content. From missions and objectives to enemies and planets, we’re delivering a ton of new content for both our veteran players and brand-new Helldivers on the battlefield. Get ready for our biggest update yet!

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Our community continues to show us how strong we all are when united against the mindless Automatons and the scourge of the Terminid. As we stand here, on the eve of the Escalation of Freedom, we reflect on the 6 months since launch. We could never have predicted how far this game would go and how many Citizens would answer Super Earth's call to arms!

We’ve watched our forces expertly handle every conflict and challenge we’ve thrown their way, from flying enemies to the Terminid Control System, to saving the children of Super Citizen Anne’s Hospital. Now for this major update, it’s time for us to give back something big to the community and welcome in even more players to the Helldivers universe.

Helldivers, this is escalating quickly.

Go on a Super Helldive
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Go up against the new supersized bot fortresses.

Something that continues to amaze us is our players’ insatiable desire for more bugs, more bots, more liberation, and more destruction. We thought nine levels of Helldiving difficulties would be enough, but in the Escalation of Freedom we’re turning it up to 10… Combat Rating 10 that is.

CR 10: Super Helldive is our most challenging, most relentless dive difficulty level yet, and we hope that this is going to give players the intensity they’re looking for on the battlefield. And with a great challenge comes greater rewards.

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The larva retrieval mission has the Helldivers babysitting a bug.

But a new difficulty level isn’t the only thing the community wanted. We’ve also heard your desire for mission variation, which is why we’re bringing you new mission objectives and bigger enemy outposts for both bots and bugs that offer brand new Super Sample rewards. These outposts will be heavily fortified, and require players to coordinate and strategize in order to take them out.

And if you’re new to HELLDIVERS 2, you don’t have to worry about missing out on all the fun until you unlock Super Helldive, because many of our new mission objectives will be playable on other difficulty levels.

New Enemies & Dangerous Swamps
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The Impaler returns!

Escalation of Freedom is unleashing some new threats to our liberty that will take some serious strategizing from the Helldivers to take down.

Back by popular demand: the Impaler! This big guy from the original HELLDIVERS creates some new challenges. No longer can you run from the bugs when the Impaler is around–big, imposing, and destructive, it demands to be dealt with.

Also new among the Terminid ranks is the Spore Charger. As if the regular old Charger wasn’t scary enough, the Spore Charger is shrouded in fog to obscure its location until it’s right up on you, Helldiver.

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The new Spore Charger in the fog.

Lastly, the Terminid Alpha Commander, which is a supercharged Brood Commander that’s bigger, meaner, and doesn’t hesitate to call in other bugs for backup.

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You thought the regular old Brood Commander was bad? Think again.

Don’t think we forgot about the Automatons. Their ranks are growing, too, with the addition of the formidable Rocket Tank, as well as some other bot surprises we’ll be throwing your way.

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The Automaton uprising continues.

Explore the swamps but not as you know them, with rolling fog and the untamed flora, the blackened trees obscure the light and the air itself feels haunted. Keep your flashlight handy, as visibility is limited and light is key. The enemy could be hiding anywhere amongst the undergrowth.

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Get spooked, Helldivers.

Under the Hood
The last addition I want to highlight about the Escalation of Freedom update is that we’re making changes to mitigate the problem of grief kicking in HELLDIVERS 2. While it’s our hope that players engage with the game in good faith and sportsmanship, we do recognize that some players are using the team kicking to grief others.

To help improve this we have implemented a system where if a player is kicked, they will spawn into a new session as the host with all of the teams loot from their previous session. All items can now be picked up by the player before extraction. The squad doing the kicking will see a message in the chat widget that a player has been kicked, yet their loot remains unchanged.
With these changes, all players have the opportunity to leave with all loot collected on mission, with no one Helldiver losing out. We’re committed to making changes that will improve the player experience and encourage healthy, cooperative gameplay.

Along with this, we’re also releasing other quality of life upgrades with Escalation of Freedom, including major fixes to the social menu to make diving with your friends easier.

Overall, we think this escalation is going to be packed full of awesome additions, long-awaited improvements, and a ton of surprises to discover! HELLDIVERS 2: Escalation of Freedom is launching on August 6th!

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PATCH 1.000.405

We have a hotfix to again address the problem of players stuck in the infinite drop-in.

Overview
This hotfix aims to reduce the number of people stuck in the hellpod drop-in loading screen.

Fixes
  • Reduced instances of being stuck waiting in infinite drop-in
Known Issues
  • Sending friend requests via friend code in game currently does not work
  • Various issues to do with unintended Ballstics Shield behavior.
  • Players may be unable to be joined or invited to the game
  • Players added to the Recent Players list will appear in the middle of the list
  • Players may experience delays in Medals and Super Credits payouts
  • Enemies that bleed out do not progress Personal Orders and Eradicate missions
  • Deployed mines may sometimes become invisible (but remain active)
  • Arc weapons sometimes behave inconsistently and sometimes misfire
  • Most weapons shoot below the crosshair when aiming down the sights
  • Stratagem beam might attach itself to an enemy but will deploy to its original location
  • Hand Carts ship module does not reduce Shield Generator Pack's cooldown
  • Bile Titan sometimes does not take damage to the head
  • Players may become stuck in the Loadout when joining a game in progress
  • Reinforcement may not be available for players who join a game in progress
  • Planet liberation reaches 100 % at the end of every Defend mission
  • Raise Flag of Super Earth objective does not show a progress bar
  • Mission count in the Career tab is being reset to zero after every game restart
  • Some weapons’ descriptions are out-of-date and don’t reflect their current design
  • Personal orders may not display correctly. (Kill 5.)

Happy Helldiving!

- Democracy Officer Baskin, filling in for Captain Carlberg

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Patch 01.000.404

We have a hotfix coming from High Command!

Overview
This hotfix aims to resolve crashes and to reduce the number of people stuck in the hellpod drop-in loading screen.

Fixes
  • Fixed the 'Superior Packing Methodology' ship module upgrade (technically this was fixed on the server side and has been working since July 1st).
  • Fixed crashes and glitches occurring when dropping into a mission.
  • Fixed instances of players becoming stuck in the hellpod loading screen.
  • Fixed a crash that occurs after changing settings (this should be fixed for real this time, the last fix didn’t stick the landing and we have sent the responsible engineer to a Super Earth re-education camp).

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.
  • Sending friend requests via friend code in game currently does not work
  • Players may be unable to be joined or invited to the game
  • Players added to the Recent Players list will appear in the middle of the list
  • Players may experience delays in Medals and Super Credits payouts
  • Enemies that bleed out do not progress Personal Orders and Eradicate missions
  • Deployed mines may sometimes become invisible (but remain active)
  • Arc weapons sometimes behave inconsistently and sometimes misfire
  • Most weapons shoot below the crosshair when aiming down the sights
  • Stratagem beam might attach itself to an enemy but will deploy to its original location
  • Hand Carts ship module does not reduce Shield Generator Pack's cooldown
  • Bile Titan sometimes does not take damage to the head
  • Players may become stuck in the Loadout when joining a game in progress
  • Reinforcement may not be available for players who join a game in progress
  • Planet liberation reaches 100 % at the end of every Defend mission
  • Raise Flag of Super Earth objective does not show a progress bar
  • Mission count in the Career tab is being reset to zero after every game restart
  • Some weapons’ descriptions are out-of-date and don’t reflect their current design
  • Personal orders may not display correctly. (Kill 5!)

We have also activated new ship modules, Helldivers. Get in there and upgrade those super destroyers!

Continue reading...
 

Community Update: June 2024

Liberty’s greetings, Helldivers!

Welcome to a new series of community-focused updates on Helldivers 2! Our hope is that we can use these to tell you about the Galactic War happenings, our favorite moments and events, and some of the development plans we have for the game.

THE WAR REPORT
Let’s recap the last couple of months on the warfront. May marked the moment that Helldivers met the Terminid Supercolony on Meridia. The first major order involving the spore outbreak was a hard lesson learned for us all, and we saw the Terminid infestation spread to more planets, interfering in the lives of good hearted Super Earth citizens.

The Helldivers briefly turned their attention to the Automaton front in an attempt to secure resources and decommission a whopping 2 billion bots. This operation did not succeed, and Helldivers were again denied access to the MD-17 Anti-Tank Mines, making the ensuing conflicts an even bigger challenge.

Taking advantage of our weakened condition, the Automatons stepped up their invasion, and the Meridian Supercolony kicked into high gear spreading Terminids in greater and greater numbers. This has been called The Second Galactic War, and Helldivers now had to protect our new recruit training facilities to help us get enough boots on the ground and secure our enduring liberty on both fronts.

In addition to new recruits, we also liberated a new exosuit: The EXO-49 Emancipator. A Helldiver is nothing without good tools of destruction.

Armed to the teeth and with fresh meat in our ranks, the Helldivers were finally ready to take on the Supercolony with Operation: Enduring Peace, a two phase order in which our heroes deployed a new, experimental substance called Dark Fluid–a permanent solution for the Terminid Supercolony on Meridia.

The Helldivers secured enough Dark Fluid to stop the spread of the Terminids. But this meant also destroying the planet in the process, with the Dark Fluid triggering planetary implosion and creating a black hole.

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Now this ominous reminder sits in Meridia’s place. What does the future hold for the Helldivers? For Super Earth?

For the time being, the Helldivers should continue to refocus their efforts on the Automatons. SEAF Cyberwarfare Specialists have discovered that the Automatons are planning a massive terraforming project on Cyberstan. Obviously, we cannot allow them to continue with this plan. Now with the Terminid Supercolony destroyed, it's finally time to launch a counteroffensive against them to dismantle their unjust and illegal occupation.

THE WAR TABLE
Next up, let’s talk about our favorite moments from the Galactic War. We chatted with Game Master Joel about some of the amazing feats of strength and determination from our players, and while it’s hard to narrow it down to just a few highlights, we definitely have some standouts.

Here are a few of our favorite moments from Helldivers 2 in the last month:

  • 2 Billion Bots
    Helldivers were tasked with killing 2 billion bots and they made it 78% to that goal. You might wonder why we’d include a failure as a highlight, but it’s important to remember that our failures light the fires that forge our victories. Besides, it was still an impressive display, and gave us valuable data on how our Helldivers accomplish goals together. This also marked the official start of “The Second Galactic War,” setting the stage for the events that followed.
  • Varylia 5 x Angel’s Venture
    The Helldivers liberated Varylia 5 in order to secure the new EXO-49 Emancipator exosuit, but the seriously impressive part of that display was that our players managed to hold their ground on Varylia 5 and Angel’s Venture at the same time, splitting their efforts nearly half and half between the two, pushing just a little harder on Varylia 5. Incredible coordination across the player community!
  • Meridia Supercolony Event
    Operation “Enduring Peace” drew to a close in spectacular fashion: the Helldivers destroyed an entire planet! As Meridia imploded and the black hole emerged, the entire community looked on in… awe? Terror? Shock? This permanent change to the Galactic War map has the community buzzing about what comes next. For now, the eerie black hole serves as a reminder of all the hard-won battles that brought us here. We’re loving all the speculation the black hole has caused, too. Keep it coming!

RESEARCH & DEVELOPMENT
Our last major update included some exciting additions to the game, including some very big wishlist items for the community. However, this big patch was a significant change of pace for us. Previously, we released weekly patches and hotfixes, and in May we abruptly slowed down.

We issued a brief statement about why we slowed down, but for a little more context, we spoke with our production director, Alex Bolle, about the details.

“We see our relationship with players like being a showman, and [we want to] delight them with regular updates.” With Helldivers 2, we have regular content updates with large-scale improvements and additions, and in between we typically issue hotfixes, which are more of an emergency solution when new issues arise that we couldn’t predict during our internal bug hunting. “But we noticed that those hotfixes became too usual for us to focus on bigger content. Rethinking our cadence helps us reach the quality expected, and incorporate more thorough bug fixes.”

Alex also mentioned that, with the push for higher quality updates, we will be able to use this additional time to test content more thoroughly. “We want to extend our bug fixing periods so that we pick up the biggest flaws earlier.”

The change is already making a difference for the team. While it will take time to see the large-scale impact, Alex says we can “already see clearer in how we design, catching our breath and thinking about the design impact of our new content. One thing I personally love is that the teams are even more detail-oriented than before.”

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The brand new swamp biome from our recent update.

Finally, I asked Alex what he’s most excited about for the near future of Helldivers 2. “I can’t tell much, otherwise [Game Master] Joel would hunt me down! But I’m very excited to see the future improvements we want to make to the Galactic War and all the tools we have planned for the Game Master. One of our pillars for the future is to focus on playing with (or against) the community, and what I see so far tells me that we’ll have a lot of fun.”

You can already see those Galactic War improvements starting to take shape, because in our last update we introduced something the community has been pining for…

Visible Warp Links & Attack Origins
Our primary concern with the Galactic War map at launch was to keep the design elegant and readable, and so we eliminated information that we thought players wouldn’t want to see.

Our bad–it turns out you really wanted to see all that information! It took some careful planning and designing, but we’re proud to be able to give players more map data so that they can coordinate on which planets to liberate and where to coordinate their efforts. Let us know how this is changing gameplay for you!

The other exciting change we wanted to highlight that we brought to Helldivers 2 this month is another item high on the community’s wishlist.

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At last, Helldivers can work together!

Invite-Only Lobbies
This is what we’d call a change in progress. As of right now, the invite-only lobbies are only localized in English, but we’re working on adding more languages. We will update you as soon as we know when more will be added! We want to give our Helldivers the ability to control how they dive and who they dive with.

We’ll be back next month with another community update. Until then, keep spreading Managed Democracy!

Continue reading...
 

Patch 01.000.403

Small patch incoming from High Command!

Overview
For this patch, we have made improvements and changes to the following areas:
  • Crash fix related to the FAF-14 Spear
  • General fixes
General
  • Japanese Language Voice-Overs are now available globally on PS5 (also on PC).
Fixes
Crashes
  • Fix for crash happening when players with unique hellpod patterns leave during hellpod launch cutscenes.
  • Crash fix while aiming with the Spear.
Misc Fixes
  • Fixed corrupted text showing "?" for some characters when having Traditional Chinese language selected.
  • Fix for Plasma Punisher being unable to shoot out of the SH-32 Shield Generator Pack and the FX-12 Shield Generator.
  • Fixed so the Quasar cannon has the correct change to its heat when on hot and cold planets.
  • Fixed issue where Spore Spewer would appear purple on certain planets.
  • Fixed some cases where pink question marks would appear in missions on various planets.
  • Fixed Peak Physique armor passive not properly affecting weapon ergonomics.
  • Fixed issue where available Operations were reset after player reconnected from getting kicked due to inactivity.
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.
  • Sending friend requests via friend code in game currently does not work.
  • Players may be unable to be joined or invited to the game.
  • Players added to the 'Recent Players' list will appear in the middle of the list.
  • Players may experience delays in Medals and Super Credits payouts.
  • Enemies that bleed out do not progress Personal Orders and Eradicate missions.
  • Deployed mines may sometimes become invisible (but remain active).
  • Arc weapons sometimes behave inconsistently and sometimes misfire.
  • Most weapons shoot below the crosshair when aiming down the sights.
  • Stratagem beam might attach itself to an enemy but it will deploy to its original location.
  • “Hand Carts” ship module does not reduce Shield Generator Pack's cooldown.
  • “Superior Packing Methodology” ship module does not work.
  • Bile Titan sometimes does not take damage to the head.
  • Players may become stuck in the Loadout when joining a game in progress.
  • Reinforcement may not be available for players who join a game in progress.
  • Planet liberation reaches 100% at the end of every Defend mission.
  • "Raise Flag of Super Earth" objective does not show a progress bar.
  • Mission count in the Career tab is being reset to zero after every game restart.
  • Some weapons’ descriptions are out-of-date and don’t reflect their current design.

Release Captain Carlberg out

Continue reading...
 

Patch 1.000.402

Good day Helldivers!
Patch transmission incoming.

Overview
For this patch, we have made improvements and changes to the following areas:
  • Quality of life improvements
  • Crash fixes
  • General bug fixes
Fixes
Crashes
  • Fixed various crashes that would sometimes occur when changing settings.
  • Fixed potential crash or corrupted font texture when changing the language
  • Fixed a crash that might occur after exiting a mission.
  • Fixed a crash that occurs when opening the social menu with more than 100 friends. As a result we have also limited the friends list visibility to 100. You will remain friends with anyone over 100, but you may not be able to see them if they are offline.
  • Fixed crash when opening social menu and having many blocked players and/or friend requests.
  • Fixed a crash when minimizing after changing fullscreen mode.
  • Fixed rare crash which could occur when picking up equipment.
  • Fix a crash when a client interacts with a terminal in a waiting state after host migration.
  • Fix a crash related to minefields.
Misc Fixes
  • Fix issues with dodge and prone.
  • Fix not being able to stand up when wielding the ballistic shield.
  • Fixed the Recoilless reload speed.
  • Fixed issue where users couldn't write a description on console when reporting a player.
  • Fixes vehicle preview not despawning in Warbonds when quickly scrolling through the catalog.
  • Fix Spear not targeting several entities (spawners, compound objects, etc).
  • Sentries have a higher destruction value so most explosions do not instantly destroy them regardless of the damage amount.
  • Fixed bug where operation progress would be lost when kicked due to inactivity,
  • The "Remove Friend" and "Block Player" buttons are now hold-to-confirm instead of a single click.
  • Fix bug where dying would try to enter ADS.
  • Fix a soft lock if you receive an interact emote while holding a grenade.
  • Fix projectile to crosshair inaccuracies in ADS when the player is in different stances
  • Fixed broken player model in career tab when on someone else's ship.
  • Adjudicator: fixed incorrect recoil values.
  • Fixed armory terminals losing their functionality if the last client player who interacted with them leaves the host's ship.
  • Fix missing localization for flying patrols operation modifiers.
  • Fix issue where throwing knives could be left floating in the air.
  • Support for non-latin fonts in the game's install folder path.
  • Vehicle skins are now applied to all vehicle variations when equipping directly from Warbonds.
  • Fixes flag objectives not properly tracking Helldiver's position while on a Combat Walker.
  • PH-202 Twigsnapper helmet: fixed missing description.
  • Fixed the issue where the shuttle would clip through Bile Titans and terrain during landing sequences..
  • Improved performance on PS5 when CPU bound
  • Fixes FX remaining when destroying Spore Spewer
  • Ensure stim vfx remains on screen for the entire duration of the stim effect when med-kit bonus is present.
  • Fix for emote receiver players being able to use their weapons during emote animation
  • Hellbombs now get called down facing the player, rather than away from the player.
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.
  • Sending friend requests via friend code in game currently does not work.
  • Players may be unable to be joined or invited to the game.
  • Players added to the 'Recent Players' list will appear in the middle of the list.
  • Players may experience delays in Medals and Super Credits payouts.
  • Available Operations are generated again after reconnecting after getting AFK kicked.
  • Enemies that bleed out do not progress Personal Orders and Eradicate missions.
  • Arc weapons sometimes behave inconsistently and sometimes misfire.
  • Most weapons shoot below the crosshair when aiming down the sights.
  • Plasma Punisher is unable to shoot out of the shield generators.
  • Stratagem beam might attach itself to an enemy but it will deploy to its original location.
  • "Hand Carts" ship module does not reduce Shield Generator Pack's cooldown.
  • Bile Titan sometimes does not take damage to the head.
  • Charger’s butt does not take damage from explosions.
  • Players may become stuck in the Loadout when joining a game in progress.
  • Reinforcement may not be available for players who join a game in progress.
  • Planet liberation reaches 100% at the end of every Defend mission.
  • "Raise Flag of Super Earth" objective does not show a progress bar.
  • Mission count in the Career tab is being reset to zero after every game restart.
  • Some weapons’ descriptions are out-of-date and don’t reflect their current design.

End of transmission
Release Captain Carlberg out

Continue reading...
 

PATCH 01.000.400

Freedoms Greetings Helldivers, I'm your host Release Captain Carlberg bringing you democracy's latest and greatest from Super Earths superior minds. Its a lot of information so lets dive in!


Overview
For this patch, some of the major areas of interest are
  • Visible Supply Lines & Attack Origins in the Galactic War.
  • Stratagem, weapon, planet, and enemy balancing updates.
  • Various crash fixes, stability improvements, and other updates.
  • Invite-only lobby creation.
    The right most option in the Lobby settings. Currently only localized in English. Additional languages coming in the next patch
Balancing
Goal with stratagem balance changes this patch:
With these balance changes we wanted to buff up some of the weaker stratagems to make them more viable and add more possibility for variety in the loadouts. We also changed a few to make them more consistent, but the goal was to keep a similar or higher power level.
We are looking into the stratagems more to see if there are any other stratagems that might need some buffs or changes to make them more viable. We also want to be better at explaining what our goals are with the changes, please see the linked blog post for more information.

A/MLS-4X Rocket Sentry
  • Decreased spread
  • Prioritize larger targets
  • Increased target distance from 75 to 100m
  • Decreased Rockets per salvo 2 to 1 (to get a better ammo economy)
  • Increased explosion radius from 1m to 4m
  • Decreased explosion armor penetration (Explosion can no longer damage heavy armored enemies. The projectile still has enough AP to damage heavily armored targets.)
  • Increased projectile damage from 200 to 300
A/MG-43 Machine gun sentry
  • Reduced cooldown from 180 sec to 120 sec.
A/MG-43 Machine gun Sentry, A/G-16 Gatling Sentry, A/MLS-4X Rocket Sentry, A/AC-8 Autocannon Sentry, A/M-12 Mortar Sentry, A/M-23 EMS Mortar Sentry:
  • Increased durability* from 0% to 80%
E/MG-101 HMG Emplacement
  • Increased rotation speed by 100%
MD-6 Anti-Personnel Minefield
  • Increased explosion damage from 250 to 350
MD-I4 Incendiary Mines
  • Increased explosion damage from 150 to 210
Orbital Gatling
  • Increased fire rate by 25%
  • Increased rounds per salvo from 30 to 60
  • Increased armor penetration (Can damage heavy armored enemies)
  • Decreased cooldown from 80 sec to 70 sec
Orbital Precision strike
  • Decreased cooldown from 100 sec to 90 sec
  • Decreased Spawn/Call-in time from 4 sec to 2 sec
Orbital Airburst Strike
  • Decreased cooldown from 120 sec to 100 sec
Eagle 110MM Rocket Pods
While these changes may look like a straight up nerf, that is not the intention. Please see the blogpost for more information.
  • Improved targeting
  • Increased projectile armor penetration (now does 100% damage to heavily armored enemies instead of 50%)
  • Decreased projectile damage 600 to 250 (to compensate for the improved targeting and the extra damage from the increased armor penetration.)
  • Decreased explosion armor penetration (explosion can no longer damage heavily armored enemies)
Eagle Strafing Run
  • Increased uses from 3 to 4
  • Increased armor penetration, can now damage heavily armored enemies.
GL-21 Grenade Launcher
  • Increased explosion damage by from 350 to 400
MG-206 Heavy Machine Gun
  • Increased projectile damage from 100 to 150
  • Increased projectile damage against durable* body parts from 23% to 33%
  • Decreased fire rate from 450/750/900 to 450/600/750
  • Decreased reload time from 7 to 5.5 sec
  • Increased stagger strength
MG-43 Machine Gun
  • Decreased reload time from 4 to 3.5 seconds
  • Increased max amount of Magazines from 3 to 4
MG-43 Machine Gun, A/MG-43 Machine gun Sentry, A/G-16 Gatling Sentry and EXO-45 Patriot Exosuits Gatling
  • Increased projectile damage from 80 to 90
  • Increased projectile damage against durable* body parts from 7.5% to 25%
AR-23 Liberator, M-105 Stalwart and AX/AR-23 “Guard dog”
  • Increased projectile damage against durable* body parts from 10% to 23%
AR-23C Liberator Concussive
  • Increased projectile damage against durable* body parts from 23% to 35%
BR-14 Adjudicator
  • Increased magazine capacity from 25 to 30
  • Increased projectile damage against durable* body parts from 10% to 20%
AR-61 Tenderizer
  • Increased projectile damage from 60 to 95
  • Increased projectile damage against durable* body parts from 10% to 17%
  • Decreased ammo capacity from 35 to 30
  • Decreased number of magazines from 10 to 8
  • Increased stagger strength
PLAS-101 Purifier
  • Increased projectile armor penetration to be the same as the explosion
  • Decreased explosion damage falloff
CB-9 Explosive Crossbow
  • Increased explosion armor penetration to be the same as the projectile
  • Increased demolition strength (Can destroy Bug holes and Bot Fabricator buildings)
  • Added medium penetration tag
R-36 Eruptor
  • Increased total damage from 420 to 570 damage per shot
R-63 Diligence
  • Increased projectile damage against durable* body parts from 10% to 25%
* Some enemies have durable body parts that receive only a portion of base damage from projectiles

Other
  • Updated Recoil stance modifiers: We made changes to the recoil stance modifiers to make them more consistent and also reward being prone more. Almost all of them will improve the recoil and only a two have been made worse (and only by 10%).
See the blogpost for a more detailed description.
Gameplay
General
Removed operation modifier AA-Defenses: Reducing the stratagem slots by 1
  • We want to look over the operation modifiers in the future. Right now there are too few of them which become repetitive and the ones we have do not create variety or promote different playstyles. For now, we removed this one because it only encourages the players to bring the best stratagems and does not promote variety
Disabled the Retrieve Essential Personnel defend event mission for the time being
  • This is to give the mission the proper attention and care that it deserves as it is now deemed not fun enough or performing as we want it to.
Super Samples
  • Super samples now spawn on difficulty 6. The reason for this change is that we feel that their existence only on difficulty 7+ forced some players to play the game on a harder difficulty than they wanted to comfortably play on. We do however still want a gating of them but a less punishing one.
  • The SEAF Artillery stratagem is no longer blocked by stratagem jammers or Ion Storms, and is available after the mission timer ends and the destroyer leaves close orbit.
  • Enemies in melee range of the gates in the Evacuate High-Value Assets mission will now attack it more consistently.
  • Added the ability to chat from in-game menus and mission loading screen.
  • Updated some first person crosshairs to improve readability.
Social
  • Invite-Only lobbies are now supported
Armors
  • New armor passive Peak Physique (+50% melee damage, +30% weapon ergonomics)
Planets & Hazards
Spike Plant
  • The spike plant that appears on certain planets has been reworked.
  • No longer causes bleed or stamina drain if hit by the plant explosion or spikes.
  • Now “pops” three times sending spikes everywhere, dealing increased damage.
Fire Tornados
  • Fire tornados have had their behavior changed, they should no longer feel like they actively respond to player movement, and should move more randomly.
  • While a fire tornado storm takes place, enemy vision is reduced. Player vision is unaffected.
*Fire tornados being more random should result in more variance in situations players find themselves in. Tornados are significantly less likely to pile up and overlap on extraction points or objectives, and will generally be a bit easier to deal with.

Tremors
  • Tremors have had their spawning tweaked to be slightly more random.
  • Tremors have had their epicenter size and effect range increased.
*These changes should result in more situations where enemies away from the player get stunned, as well as reducing how consistently the player has a tremor occur next to them.

Ion Storms
  • Added additional VFX for Ion Storms.

Visibility

A lot of planets have had their fog amounts tweaked to be a bit less harsh and dense, to provide less fatigue from constantly fighting on planets with bad visibility. We still intend there to be foggy planets with worse visibility, but the balance was a bit off.
  • Desert planets such as Erata Prime, Chort Bay, Hellmire, and similar.
  • Highlands planets such as Varylia 5, Matar Bay, Oshaune, and similar.
  • Artificial light sources have had their intensity rebalanced and reduced across the board to fix situations of lights completely blinding the player.
Unexploded Hellbomb
  • The unexploded malfunctioning hellbombs that can sometimes be found on planets will now explode immediately if hit with strong explosions or heavy weaponry. They will still have the same delay if hit by small arms fire or weaker attacks.
Vegetation
  • Vegetation that’s large enough to slow the player now has an extra function. When inside the vegetation helldivers will be harder to detect, reducing their detection range by enemies. This effect stacks with other detection reducing effects such as nighttime, being crouched or prone, or things such as the scout armor passive.
Enemies
Acid Effect
  • The acid effect applied by hunters, bug mines, etc. now allows you to sprint while under the effect and slows you by 30% instead of 50%. Duration has been increased from 3 to 4 seconds. These changes are intended to make it less punishing for players to be slowed while fighting the Terminids, This allows us to use it in more places without making the experience very punishing, for example the Bile Spewers.
Armored enemy balance
  • We have toned down the amount of heavily armored enemies like Bile Titans, Chargers on higher difficulties and instead spawn more hordes of smaller enemies, the difference should be quite noticeable and the amount should be at least 30% less than before during bug breaches. We have also toned down slightly how many Hulks that spawn for the Automatons. Our intent is to ease up on the demand of anti-tank weapons and by having more of the other enemies give a better incentive for the group to bring stratagems and weapons that take care of hordes.
Patrols
  • Patrol spawning is now back to how it worked before patch 01.000.300 with some slight tweaks so that the levels are less empty if you are far away from important locations with enemy presence.
Stunning
  • Medium and large sized enemies now don't get stunned as easily. This will not affect the stratagems that stun, and will mostly just affect how easily the Pummeler can stun larger enemies
Terminids
Bile Spewer and Nursing Spewer
  • Spewers will now get slowed if they lose their legs.
  • Spewer puke now applies the acid effect.
  • Spewer puke now can only damage helldivers up to 4 times per second and the helldiver cannot take damage multiple times from the same projectile. This should reduce instances where you are instantly killed by it.
Bile Titan
  • The Bile Titan’s head is slightly less durable against weaker anti-tank weapons. It's not a large change, and will mostly matter for weapons like the railgun.
  • The Bile Titan’s puke can now only damage the helldiver 4 times per second and the helldiver cannot take damage multiple times from the same projectile. The damage is still very deadly so running through their puke is not recommended. Their puke now also has a bigger spread.
Charger Behemoth
  • The Charger Behemoth is now joining the battle on higher difficulties, it can now also take more damage than before. This enables us to spawn fewer chargers but still retain the difficulty.
Chargers
  • Will now only show bleedout effects from the body if the bleedout state has started. It can still show bleedout effects from the mouth without having started the bleedout state.
Automatons
Hulk Scorcher
  • The Hulk’s flamethrower now does less damage and cannot damage helldivers more than 4 times per second. In addition, the helldiver cannot be damaged multiple times by the same flame projectile. This should reduce instances where you are instantly killed by it.
Automaton Tanks
  • The Tank armor value on the front has been lowered to be the same as the non-vent sections on the rear of the tank. The intent was initially that it was supposed to be more armored in the front, but the visual language did not show that.
  • The vents on the back of the Tanks turret still has the same armor value as before, but will check for explosion directions correctly now.
  • The damage of exploding automaton jump packs has been decreased by 50%, it will still set you on fire though.
Galactic War
Introducing Supply Lines & Origin of Attacks
Supply lines were previously not shown on the Galactic War map to reduce clutter and improve readability. However based on the feedback from our community we have made an implementation showing them on the map. This solution tries to maintain the general readability while still exposing the system to players in game.

You will now also be able to see which planet an attack is originating from, potentially allowing for the community to stop the attack at its source. We have also updated visuals in the sector and planet info pop-ups.
Fixes
  • The FAF-14 Spear targeting has been reworked and should now function much better. However it has lost the ability to target Automaton Spawners, this is not intended and will be fixed in the future.
Intense Heat and Extreme Cold environmental modifiers will now affect the Quasar Cannon’s reload speed and will show correctly in the HUD.
  • Reload speed on Cold planets -2.5 sec
  • Reload speed on Hot planets +2.5 sec
  • The radar pulse that detects enemies on the mini-map is now visible.
  • Most of Automatons weapons have now gotten tighter limits to how much the projectile they shoot can deviate from its weapons muzzle angle. What this means is that situations where devastators shoot sideways and similar should be fixed.
  • The weapons of the Exosuits are now allowed small adjustments in the angle they fire their projectiles versus their muzzle angle. This should make their weapons more accurate.
  • Ballistic shield now collides with grenades.
  • The unblock button should no longer disappear from the social menu.
  • Blocked players can no longer join the blockers lobby through recent players.
  • Fixed a bug where enemies killed, missions played, and missions completed stats would not be properly displayed in armory.

  • Fixed issue where the player can throw an unlimited amount of grenades by pressing the "Quick grenade" button right after closing the Stratagem menu.
  • Helldiver now also switches to the last active weapon when out of grenades, fixing the issue where they would be holding a stratagem ball without the stratagem menu being open.
  • Fixed some text overlap in various locations.
  • The burning effect applied to the player when a combat walker dies is now a normal burn. The intent is that you should be able to escape it alive. But you will be on fire so hit the ground!
  • The extraction shuttle can no longer take damage preventing extraction. New high grade materials directly from Super Earth R&D have been utilized.
  • On PC you can now navigate the super credits menu with “WASD” keys
  • Fixed an issue where sample count in missions were incorrectly displayed
  • Levels no longer generate with blocked areas preventing player progression.
  • Your Ships bridge is no longer cast in perpetual shadow.
  • Reduced situations where blue stratagems would bounce when placed next to the detector tower.
  • The warbond menu now displays correct emote & victory poses in the thumbnail.
  • War Medals cap is now displayed in the UI.
  • Fixed a bug where the Helldivers armor could appear invisible for other players.
  • Refined player reporting UI.
  • Fixed issue where Helldivers could be launched into the air if close to a Bile Titan or Factory Strider corpse.
  • Fix for Factory Strider sometimes spawned an extra model after being destroyed.
  • Reduced situations where helldivers could spontaneously die while walking into seemingly walkable valleys on some planets.
  • Fixed rare issue on arctic planets where players could spontaneously die close to large bodies of water.
  • Fixed Pelican-1 sometimes leaving immediately after any player gets onboard.
  • Fixed bug where helldiver could get stuck in grenade idle state after throwing grenades
  • Fix Superior Packing Methodology not working for other peers.
  • Recent Players list will now include hot-joining players.
  • Relaxed disconnection policy for PC users.
  • Fixed an issue where previous sessions' player names might not be saved correctly when restarting.
  • Defend event attack origin now visualized when hovering the planet with the defend event or the attack origin planet.
  • Implemented outlines for previously poorly readable texts.
Crash Fixes
  • General crash fixes.
  • Fix for a crash that could occur when applying wounds to multiple enemies.
  • PlayStation Only: Fixed an issue that would sometimes cause a crash when switching between Quality and Performance mode.
  • Fix for a crash when a player leaves after all their railguns have exploded.
  • Fix for crash that could occur when rejoining a previous session
  • Fix for crash that occurred when trying to throw a snowball in ADS mode
  • Fix for potential crash when loadout is aborted during hotjoin.
  • Fix for rare crash linked to leaving a session while aiming a weapon.
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.
  • Sending friend requests via friend code in game currently does not work.
  • Players may be unable to be joined or invited to the game.
  • Players added to the 'Recent Players' list will appear in the middle of the list.
  • Players may experience delays in Medals and Super Credits payouts.
  • Spear targeting is unable to target Automaton Spawners.
  • Enemies that bleed out do not progress Personal Orders and Eradicate missions.
  • Arc weapons sometimes behave inconsistently and sometimes misfire.
  • Most weapons shoot below the crosshair when aiming down the sights.
  • Plasma Punisher is unable to shoot out of the shield generators.
  • Stratagem beam might attach itself to an enemy but it will deploy to its original location.
  • Helldiver may be unable to stand up from crouching when surrounded by enemies.
  • "Hand Carts" ship module does not reduce Shield Generator Pack's cooldown.
  • Bile Titan sometimes does not take damage to the head.
  • Charger’s butt does not take damage from explosions.
  • Players may become stuck in the Loadout when joining a game in progress.
  • Reinforcement may not be available for players who join a game in progress.
  • Planet liberation reaches 100% at the end of every Defend mission.
  • "Raise Flag of Super Earth" objective does not show a progress bar.
  • Mission count in the Career tab is being reset to zero after every game restart.
  • Some weapons’ descriptions are out-of-date and don’t reflect their current design.
  • BR-14 Adjudicator has incorrect recoil values

May Liberty always guide your path
Release Captain Carlberg out

Continue reading...
 

PATCH 1.000.400 explained

Helldivers!

Johan Pilestedt here, now in the Chief Creative Officer position at Arrowhead. First, I want to thank you, the community, for clearly voicing your opinions and concerns for the balance and fun of the game. With that, we have gone over a lot of the Weapon and Stratagem balance in our latest patch (01.000.400), and we wanted to share with you a little more information on the decisions we made.

With these balance changes we wanted to buff up some of the weaker stratagems to make them more viable and add more opportunity for variety in loadouts. We also changed a few to make them more consistent, but the goal was to keep a similar or higher power level.
We are looking into the stratagems more to see if there are any other stratagems that might need some buffs or changes to make them more viable. We also want to explain why we are making the changes we do, so that you can follow our thinking.

A/MLS-4X Rocket Sentry:
The old intent was to saturate an area with rockets, but it made it too inconsistent against medium and larger enemies.

We want to make it more consistent against medium and larger enemies and give it a better ammo economy to separate it from the autocannon sentry that has a higher damage output, but can waste ammo by shooting targets that are already dead.

A/MG-43 Machine gun sentry:
The Machine Gun Sentry felt like a worse version of the Gatling sentry and we wanted it to have a different place in the tool box.

We lowered the cooldown to make it more available and more useful when changing position often.

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A/MG-43 Machine gun Sentry, A/G-16 Gatling Sentry, A/MLS-4X Rocket Sentry, A/AC-8 Autocannon Sentry, A/M-12 Mortar Sentry, A/M-23 EMS Mortar Sentry:
The sentry turrets in the game were a little too easily killed by the bullets flying in a chaotic situation.

We have increased the durability* factor of the turrets to make them more resistant to small arms fire.

E/MG-101 HMG Emplacement:
The HMG Emplacement is intended to be a way of defending a fixed position but due to its immobility and the drawback that presents, the slow rotation speed was a bit too much of an additional drawback.

Therefore we have increased the rotation speed significantly.

MD-6 Anti-Personnel Minefield & MD-I4 Incendiary Mines:
The minefields are supposed to be a strong but volatile way of blocking off certain approaches for a limited time. They are currently not very good at filling this role and we will be looking more at them in the future.

For now we are increasing their damage to at least improve their effectiveness against targets that trigger them.

Orbital Gatling:
The Orbital Gatling Barrage was not effective at dealing with any specific targets. We want it to be better at saturating the target area and also be able to do damage against heavy armored units.

It is still not very likely to outright kill heavily armored targets but should be able to soften them up a bit. We also lowered the cooldown to make it more available and to make it more competitive in comparison to Eagle stratagems.

Orbital Precision Strike:
The Orbital Precision Strikes original intent was to be used against spawners and fixed positions. However this hasn’t stopped the community from using it against pretty much everything.

Therefore we want to make it a little easier to use against moving targets by lowering the call in time. We also lowered the cooldown to make it more available and to make it more competitive in comparison to Eagle stratagems.

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Orbital Airburst Strike:
The Orbital Airburst original intent was to block an area for a short duration and kill most non-heavy armored enemies in the area. It was underperforming compared to other anti-chaff options and had a very low rate of use.

To make it a more attractive option we lowered the cooldown which should also make it more competitive in comparison to Eagle stratagems.

Eagle 110mm Rocket Pods:
The Eagle Rocket Pods were very inconsistent in dealing with its main targets, heavily armored enemies.

The changes we are making aim to make it more consistent at dealing with these targets, but it will still not be a surefire way of outright killing them. It should however always soften up a target in some way.

We are interested in hearing feedback on how this feels now and are open to tweaking them further.

Eagle Strafing Run:
The Eagle Strafing Run is supposed to be a tool to effectively deal with small groups of medium armored enemies.

To that end we have increased its armor penetration to be able to reliably penetrate medium armored targets and soften up heavily armored enemies.

We expect to have to tweak this further in the future. As with the Eagle Rocket Pods, we are very interested in your feedback.

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GL-21 Grenade Launcher:
The Grenade Launcher is intended to be good at softening up hordes of enemies and provide utility for destroying spawners. While it is still good at destroying spawners the explosion was a little too weak to reliably damage medium enemies.

The change in its explosion damage should put it in a better place when it comes to dealing with hordes, and more effective against some medium armored enemies.

MG-206 Heavy Machine Gun:
The HMG failed to deliver on the fantasy of a Heavy Machine Gun when it was released. It had a weak round with low damage and impact, while the fire rate was up in levels more likely seen on smaller MGs. The HMGs intent is to be a great option at dealing with medium armored enemies and should chew them up easily, similar to the HMG emplacement.

We are lowering the rate of fire further to resemble the fire rate seen in contemporary weapons of similar type, and increasing the damage and stagger so that each hit is significant. This should also make the available ammo last longer.

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MG-43 Machine Gun:
The intent of the Machine Gun was that it should be a great crowd clear weapon with the ability to tackle medium armored enemies. The drawbacks of the machine gun are that you have to sit still while reloading and this made it hard to compete with the Stalwarts mobility.

Therefore we want to lean into its strengths and reduce its drawbacks slightly to improve the value proposition of the weapon. To that end we are lowering the reload time, and giving it an additional magazine. It is also receiving a buff to damage described below.

MG-43 Machine Gun, A/MG-43 Machine gun Sentry, A/G-16 Gatling Sentry, EXO-45 Patriot Exosuits Gatling:
The family of machine gun stratagems that used the 8mm rifle round were underperforming slightly and we have therefore increased the damage slightly.

Durable damage for rifle calibers
Small arms fire in the game does less damage to durable* body parts, however many small arms were doing the same damage (percentage wise) not representing the larger impact a rifle type round would have compared to other types. Therefore, rifle type bullets are now slightly more effective against durable* body parts.
These changes affect:
  • AR-23 Liberator
  • M-105 Stalwart
  • AX/AR-23 “Guard dog”
  • AR-23C Liberator Concussive
  • R-63 Diligence
  • BR-14 Adjudicator
  • AR-61 Tenderizer
  • MG-43 Machine Gun
  • A/MG-43 Machine gun Sentry
  • A/G-16 Gatling Sentry
  • EXO-45 Patriot Exosuit's Gatling
*Durable body parts are in general body parts that have a high amount of mass with non vital organs, or a lot of empty space. The idea is to simulate that a single bullet has a high chance of not dealing significant damage.

In general, the higher your caliber of weapon the better the effect is against durable body parts. Explosions also have very high effectiveness against durable body parts as shockwaves ripple through whatever you are hitting. Some weapons are more effective than others or have special exceptions, though this should follow the same logic as above.

BR-14 Adjudicator:
The Adjudicator, with relatively few rounds in each magazine combined with a wild recoil, left players no room for error, which didn’t feel good for an assault rifle type weapon.

The increased magazine capacity should make the weapon more forgiving of mistakes and encourage a more aggressive playstyle. Remember, short controlled bursts!

AR-61 Tenderizer:
The Tenderizer was released in a non-representative state as it used the incorrect stats, didn't have its own niche and felt like a worse Liberator.

We're restoring justice and bringing it back to its intended design, which is a very precise assault rifle that rewards high accuracy play by having a heavy hitting round that doesn’t penetrate medium armor.

PLAS-101 Purifier:
The original idea behind the Purifier was to create a Scorcher variant with a charge up mechanic. Unfortunately, since the projectile didn't have enough armor penetration against medium-armored enemies, even a direct hit didn't deal enough damage to justify its long charge-up time.

By increasing the armor penetration of the projectile and reducing the damage falloff of the explosion we hope to make it an exotic option that is viable in capable hands.

CB-9 Explosive Crossbow:
Similarly to the Purifier, the crossbow's bolt didn't always deal its full damage due to the explosion having lower armor penetration than the projectile.

Making both the projectile and the explosion penetrate medium armor should make the crossbow more consistent against medium-sized targets and increase its AoE viability.

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R-36 Eruptor:
In one of the previous patches we removed the shrapnel from the explosion as it made Eruptor's ability to spike damage too much for a primary weapon (and for a support weapon even, its theoretical max was over 9000!) and introduced some unexpected interactions. We acknowledge that the Eruptor lost a good portion of its capabilities and the additional damage boost didn't make up for the loss of shrapnel.

Adding back shrapnel is quite tricky because of the low visibility of shrapnel, which sometimes created situations where you or your fellow helldivers died with very little feedback of what killed you.

To compensate for that, we're giving the Eruptor 150 more damage per explosion to make it more consistent without introducing new edge-cases. The intent is that this change will make the Eruptor viable both against medium armored targets and groups of cannon fodder enemies.

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Other
Updated Recoil stance modifiers

The intention of our recoil modifiers is to reward usage of different stances in relation to different weapon types. They are also there to highlight that constantly moving around isn't doing your accuracy any favors.

We made some changes to the recoil stance modifiers to make them more consistent and also reward being prone more. The percentages below show how much of the weapons recoil was applied in different scenarios and the new values:
  • Thirdperson
    • Stand:
      • Stationary : 100% -> No change
      • Moving: 150% -> No change
    • Crouch
      • Stationary: 50% -> 60%
      • Moving: 125% -> 100%
    • Prone
      • Stationary: 50% -> 40%
  • Scoped
    • Stand:
      • Stationary : 100% -> 90%
      • Moving: 100% -> 110%
    • Crouch
      • Stationary: 75% -> 60%
      • Moving: 125% -> 90%
    • Prone
      • Stationary: 50% -> 40%
Hopefully this gives you a little more insight on how we think and why we have made the changes we did. I want to end this by saying that we are not done, we will continue to refine and improve the play experience to keep the game fresh! On behalf of the team, we appreciate your feedback and hope that you'll have an exciting time checking these adjustments out.

Happy Helldiving!

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The Viper Commandos run through the jungle on June 13!

Liberty’s greetings, Helldivers! Are you ready to learn all about the new Viper Commandos Warbond?

Firstly, we have been listening to your feedback as we develop our Warbonds in general. The idea behind each Warbond is to allow our Helldivers to roleplay their favorite soldier fantasies within our universe, but it’s important that these are fantasies that actually appeal to our players.

We’re changing our approach to Warbonds moving forward based on player input in a couple of ways. Firstly, we’re slowing down the pace at which we release Warbonds to give us a little bit more time to polish these designs before they’re released. We don’t want to rush anything out of the oven before it’s fully baked.

Secondly, we are changing the arrangement of items in each Warbond to make room for new item types, and also higher quality armors and weapons. This will prevent us from simply adding more of everything, leading to weapons that feel redundant and uninteresting armors. It’s time to focus on quality over quantity.

When we started researching items for Viper Commandos, we wanted to be sure we answered our player calls for stronger theming that coordinates across all the items, more emotes, unique armor passives, and more thoughtful designs rather than simply giving more of the same. We can’t wait for players to get a hold our latest addition, so let’s dive into what’s in store!

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Think jungle. Think swamp. Think about a hot, humid trek through an untamed, marshy wilderness to do reconnaissance on some unliberated scum.

If you ask me, this is our strongest themed Warbond yet, with Helldivers equipped from head to boots with the finest tools to live out their jungle combat dreams.

What kind of tools, you ask?

Weapons
The items in the Viper Commandos set really sell that fantasy of “up close and personal.”

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For a primary, we’re giving you a new version of the Liberator, the AR-23A Liberator Carbine, but this one has a modified, shortened form-factor that handles differently from the true classic, with a bit higher recoil, but faster handling that feels perfect for spraying and praying up close.

You can combine carrying that with the new SG-22 Bushwhacker triple-barrel, sawed-off shotgun with two different firing modes, including one that fires all three barrels at once.

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Yes, you read that right. This shotgun is a secondary weapon. Meaning you can equip your favorite AR primary, or your favorite shotgun primary, and keep the Bushwhacker handy for close encounters.

Armor
And the armors are nothing short of inspired. Catch me in the PH-9 Predator, inspired by a veteran of the Viper Commandos who was said to have held off an entire Terminid brood with nothing but a machine gun, pocket knife, and Orbital Laser. The headpiece has a beret, and it looks devastatingly cool when combined with the Mark of the Crimson Fang cape.

We also have the PH-202 Twigsnapper for your jungle heavy, which looks awesome with the Executioner’s Canopy cape. Although, mixing and matching works great for both of these sets.

Both armors in this Warbond feature the Peak Physique passive, which improves melee damage and weapon handling. And they both also feature bare arms (and bulging biceps, with a variety of randomized skintones) to keep you sweat-free when diving in the humid atmosphere.

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Patterns, Boosters, and More
Another exciting addition to this Warbond are new skins for your hellpods, Exosuits, and Pelican-1, inspired by the classic woodland and tiger stripe camouflage patterns. This is just pushing that customizable fantasy just a little bit further, for a really cohesive look for your squad.

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One of my things in Viper Commandos is our new utility item: the throwing knife. Imagine mowing down a crowd of Terminids and running out of ammo with only one bug remaining, no time to reload, so you dive backwards and throw a hunting knife into its carapace right before it descends on you.

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There’s also a new booster called Experimental Infusion, which gives your stims the added bonus of boosting your movement speed and reducing the damage you take for a short time.

We’ve also got capes, player cards, and emotes, too. Check out the rest of the items in the Viper Commandos Warbond:

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The Viper Commandos Warbond releases on June 13! Welcome to the jungle, Helldivers.

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Continue reading...
 

️ PATCH 1.000.305 ⚙️

Fixes
  • Fixed an issue causing enemies to spawn on the drill during the Operation: Enduring Peace order mission.

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.


  • Players may not have the option to send, accept or decline friend requests.
  • Players may not have the option to Block other players.
  • Blocked players are not added to the Blocked Player list or prevented from joining games.
  • Game may crash if the player changes the text language while on a mission.
  • Players may experience delays in Medals and Super Credits payouts.
  • Players may occasionally receive excessive XP.
  • Enemies that bleed out do not progress Personal Orders and Eradicate missions.
  • Arc weapons sometimes behave inconsistently and sometimes misfire.
  • Most weapons shoot below the crosshair when aiming down the sights.
  • AR-61 Tenderizer deals too little damage and is not in the final state we are intending.
  • Spear’s targeting is inconsistent, making it hard to lock-on to larger enemies.
  • Stratagem beam might attach itself to an enemy but it will deploy to its original location.
  • Helldiver may be unable to stand up from crouching when surrounded by enemies.
  • "Hand Carts" Ship module does not reduce Shield Generator Pack's cooldown.
  • Some players might become stuck in the Loadout when joining a game in progress.
  • Reinforcement may not be available for some players who join a game in progress.
  • Planet liberation reaches 100% at the end of every Defend mission.

Continue reading...
 

Patch 1.000.304

Greetings fellow Divers! Small patch deploying to a Super Destroyer near you

Overview
For this patch, we have made improvements and changes to the following areas:
  • Crash fixes
  • Misc fixes
Fixes

Crashes
  • Fixed a crash triggered when the host left after a player hot joined.
  • Fixed an occasional crash in the Loadout menu.
  • Fix for a rare crash when transitioning to or from the ship.
Misc Fixes
  • Fixed players getting stuck on the mission summary screen when the host leaves.
  • Fixed the issue of non-purchased Super Credits not being visible in the Warbond Overview screen (only relevant for Japanese release).
  • Optional account linking now available in the Account section of the in-game settings.
  • Fixed 'Steam AppId supplied invalid or not allowed' being shown due to a different error.
  • Fix attachments on weapons showing up as purple question marks in the tutorial in some cases.
  • Airburst proximity explosion is now triggered only by enemies & Helldivers.
  • The AR-61 Tenderizer now has the correct color scheme.

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.
  • Players may not have the option to send, accept or decline friend requests.
  • Players may not have the option to Block other players.
  • Blocked players are not added to the Blocked Player list or prevented from joining games.
  • Game may crash if the player changes the text language while on a mission.
  • Players may experience delays in Medals and Super Credits payouts.
  • Players may occasionally receive excessive XP.
  • Enemies that bleed out do not progress Personal Orders and Eradicate missions.
  • Arc weapons sometimes behave inconsistently and sometimes misfire.
  • Most weapons shoot below the crosshair when aiming down the sights.
  • AR-61 Tenderizer deals too little damage and is not in the final state we are intending.
  • Spear’s targeting is inconsistent, making it hard to lock-on to larger enemies.
  • Stratagem beam might attach itself to an enemy but it will deploy to its original location.
  • Helldiver may be unable to stand up from crouching when surrounded by enemies.
  • "Hand Carts" Ship module does not reduce Shield Generator Pack's cooldown.
  • Some players might become stuck in the Loadout when joining a game in progress.
  • Reinforcement may not be available for some players who join a game in progress.
  • Planet liberation reaches 100% at the end of every Defend mission.

Release Captain Carlberg out

Continue reading...
 

Patch 1.000.303

Overview
For this mini patch, we have made improvements and changes to the following areas:
  • Crash fixes

Fixes
Crashes
  • Fix for common crash related to damage over time use
  • Fix for very common crash related to hot joining quickplay session that become full
This unfortunately means that hot joining players won't show up in the recent players list until they drop down to the planet, or not at all if they leave from the loadout.
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. [Unchanged from yesterdays patch notes apart from the recent playlist issue]


  • Players may not have the option to send, accept or decline friend requests.
  • Blocked players are not added to the Blocked Players list and are not prevented from joining games.
  • Reinforcement may not be available for some players who join a game in progress.
  • Helldiver may be unable to stand up from crouching when surrounded by enemies.
  • Game may crash if the player changes the text language while on a mission.
  • Players may experience delays in Medals and Super Credits payouts.
  • Enemies that bleed out do not progress Personal Orders and Eradicate missions.
  • Arc weapons sometimes behave inconsistently and sometimes misfire.
  • Spear’s targeting is inconsistent, making it hard to lock-on to larger enemies.
  • Stratagem beam might attach itself to an enemy but it will deploy to its original location.
  • Explosions do not break your limbs (except for when you fly into a rock).
  • Area around Automaton Detector Tower makes blue stratagems such as the Hellbomb bounce and be repelled when trying to call them down close to the tower.
  • Planet liberation reaches 100% at the end of every Defend mission.
  • Some weapons in the tutorial have missing parts presenting as question marks in some cases.
  • Hot joining players won't show up in the recent players list until they drop down to the planet, or not at all if they leave from the loadout.

Release Captain Carlberg out

Continue reading...
 

Patch 1.000.302

A democratic day to you Helldivers and Citizens
Today we bring you yet another patch addressing various freedom hampering issues

Overview
For this patch, we have made improvements and changes to the following areas
  • Some weapon and enemy balancing
  • Crash fixes
  • Social Menu issues
  • DoT damage fix
  • Misaligned scopes fix
  • General fixes and improvements

Balancing

Primary, Secondary, & Support Weapons
R-36 Eruptor
  • Increased explosion damage by 40 and removed shrapnel from the explosion
This is to avoid cases in which players would randomly one-shot themselves or their teammates in a huge radius around the explosion

Enemies
  • Increased Shrieker sight and hearing range slightly.
  • Increased Gunship hearing range slightly
Fixes
Gameplay
  • We have fixed issues with the way Damage-over-time effects were being applied. This should fix issues where only the network session owner could apply them, and other cases where they would be applied inconsistently.
  • Firing the Punisher Plasma while wearing a shield backpack no longer damages the Helldiver
  • Fixed issues with some weapon scopes not being aligned in First-Person-View.
  • The sound when stimming no longer plays while being interrupted
  • Major orders with the “Kill task” now track score correctly. Previously it counted the entire squad’s kills once for each player, meaning it would multiply the score by the number of people on the mission; this is now amended.
  • Helldivers can no longer land on tall rocks in the “Horde Defend Missions”
  • Helldivers can no longer land on top of bug pillars in Deactivate Terminid Control System missions
  • Fix for the reinforce stratagem not being present if a Helldiver leaves the session before readying up and then hot joining the active session
Crashes
  • Fixed a crash that could occur when all players were dead on the “Deactivate Terminid Control System” mission
  • Fixed a crash that could occur on game shutdown
  • Fixed a crash that could occur when leaving the mission and rejoining
  • Fixed a crash that could occur at the end of cutscenes
  • Fixed a crash that could occur when diving into missions
  • Fixed a tutorial crash that could occur on PC when ALT+Tabbing
  • Fixed a rare crash that could occur when using beam weapons
  • Fixed a rare crash that could occur for players on startup when using VPN
  • Fixed a soft lock that could occur if the player would open the text chat while having the stratagem menu open
  • Other general crash fixes
Social Menu Fixes
  • PC players adding friends through friend codes can no longer show up as “Unknown”
  • Fixed overlapping footers inside menus
  • Steam friends should now be visible in Social Menu, even though Friends List is not set to Public in Steam Privacy Settings
  • Recent Players list will now include hot-joining players
  • Players are now able to unblock players that were not in their friends list beforehand
  • Fixed issue with empty friend-names in Social Menu
  • Lobby privacy mode text updates immediately when changed
  • Player names longer than 26 characters should now update properly in the Social Menu
  • Fixed issue where non-host players could kick others indiscriminately including the host
Other
  • Total purchased counter on the right side of the Robotics Workshop section no longer displays 7 / 8 despite all stratagems being purchased
  • Resolved some edge cases related to Steam AppId related errors on login

Release Captain Carlberg wishes you continued success in your democratic endeavors

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HELLDIVERS™ 2 Account Linking Update

UPDATE 5/6/2024:

Helldivers fans -- we’ve heard your feedback on the Helldivers 2 account linking update. The May 6 update, which would have required Steam and PlayStation Network account linking for new players and for current players beginning May 30, will not be moving forward.

We’re still learning what is best for PC players and your feedback has been invaluable. Thanks again for your continued support of Helldivers 2 and we’ll keep you updated on future plans.

Attention Helldivers,

Due to technical issues at the launch of HELLDIVERS™ 2, we allowed the linking requirements for Steam accounts to a PlayStation Network account to be temporarily optional. That grace period will now expire. See details below in this post.

Account linking plays a critical role in protecting our players and upholding the values of safety and security provided on PlayStation and PlayStation Studios games. This is our main way to protect players from griefing and abuse by enabling the banning of players that engage in that type of behaviour. It also allows those players that have been banned the right to appeal.

As such, as of May 6th, all new HELLDIVERS 2 players on Steam will be required to connect their Steam account to a PlayStation Network account. Current players on Steam will start to see the mandatory login from May 30th and will be required to have linked a Steam and PlayStation Network account by June 4th. PlayStation Network accounts are free and easy to set up using this link
https://www.playstation.com/support/account/create-account-for-psn/

We understand that while this may be an inconvenience to some of you, this step will help us to continue to build a community that you are all proud to be a part of.

Many thanks for your continued support of HELLDIVERS 2!

Sony Interactive Entertainment

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Thrill and chill with the new HELLDIVERS 2 Warbond

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Valiant warriors of justice… a deep freeze is coming to the galaxy. Super Earth leaders are deploying the next Premium Warbond on 9 May to all fearless frontline forces, codename Polar Patriots.*

Overflowing with all-new gear, this package of petrified pandemonium features weapons, armor, capes and emotes. So stay frosty in the roaring heat of battle as you ice the malignant enemies of freedom.

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It’s time to thrill and chill, Helldivers!

Firepower
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AR-61 Tenderizer
A real tentacle-tearer. This high calibre assault rifle has awesome stopping power but limited magazine size, so make each shot count. Unpatriotic “banter” shots are not advisable.

SMG-72 Pummeler
A slower rate of fire than your other SMGs but these concussive rounds will leave your enemies dazed, confused, and still very ugly. Good things come to Helldivers who wait.

PLAS-101 Purifier
Set the trap. Hold the trigger. Let them charge at you. Smile. They’re getting closer. Smile again. Closer. Smile. Closer. Smile. Closer… and release the trigger.
S.P.L.A.T.
The longer you can hold your nerve, and the trigger, the bigger the damage.

Secondary weapons / Utility Booster
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G-13 Incendiary Impact
Don’t waste time reading the instructions, lob it at the enemy and run. This thing detonates on impact and ignites the area in white phosphorus, so make sure you – and your allies – are not standing around having a chat.

P-113 Verdict
The guys in R&D love this one. Gas-operated, semi-automatic, and chambers the largest centrefire cartridge of any lunpistol of its kind. “Rapid Deliberation”, they call it. Quick-draw to look cool in front of your squad.

Motivational Shocks
Literally shocks Helldivers back into action after being hit and slowed by sneaky, unjust attacks like the revolting bug acid vomit. Won’t help you much with area effects like EMS strikes, though.

Armour
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CW-36 Winter Warrior
Blend into snowy environments with perfect camouflage. The enemy will never see you coming, until it’s far too late. Ah the sweet smell of stealth. Passive boost – Serve-assisted.

CW-22 Kodiak
Thoroughly pressure-tested by patriotic volunteers as part of the Test Subjects for Super Earth Citizen Advancement Programme. Their sacrifice shall not be forgotten. Passive boost – Fortified.

CW-4 Arctic Ranger
Features a nifty utility belt boasting handy pockets that can be filled with any number of things – pocket knives, mementoes, interesting rocks, Terminid tentacles, bits of bots, etc.

Capes

Dissident's Nightmare
Scientifically proven to be “terrifying” to dissent-afflicted citizens during extensive testing in Patriotic Rehabilitation Centres.

Pinions of Everlasting Glory
All but ensures ascension to the immortal ranks of those enshrined in the Super Earth Digital Archive of Valorous Acts.

Order of the Venerated Ballot
Adorned with the insignia of the Order of the Venerated Ballot – a Ministry-sanctioned Patriot's Club for citizens pledging to preserve the sanctity of voting.

And, of course, the new emotes! We know our brave, heroic soldiers like to bust out a new move right in the middle of ferocious battles – no matter the deadly risk – so rock out with Mime Instrumentation, request incoming patriotic chat with Call the Helldivers, and search for new voters with Distribute Ballots.

Polar Patriots is rolling out to your Destroyer’s Acquisitions panel on May 9.

Keep your cool, drop the temperature and drop some ice cold justice out there, Helldivers! See you planetside.

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

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Patch 1.000.301

Auspicious day all Helldivers out there.
Small patch rolling out before the weekend!

Overview
For this patch, we have addressed some crashes as well as performance improvements following the decline from the last patch:
  • Performance improvements
  • Crash fixes
Fixes
  • Fix for a crash that could occur during the post mission end screen
  • Fix for crash which could occur when destroying automaton tanks.
Known Issues [Unchanged since patch 1.000.300]
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.
  • Damage-over-time effects may only apply when dealt by the host. We expect to have this fixed in the next patch.
  • Reinforcement may not be available for some players who join a game in progress.
  • Helldiver may be unable to stand up from crouching when surrounded by enemies.
  • Game may crash if the host leaves while dead and rejoins the same play session.
  • Game may crash if the player changes the text language while on a mission.
  • Various issues involving friend invites and cross-play:
  • Friend Request cannot be accepted when the requesting player changed their username before the request was accepted.
  • Cross-platform friend invites might not show up in the Friend Requests tab.
  • Players cannot unfriend players befriended via friend code.
  • Players cannot unblock players that were not in their Friends list beforehand.
  • Players may experience delays in Medals and Super Credits payouts.
  • Enemies that bleed out do not progress Personal Orders and Eradicate missions.
  • Scopes on some weapons such as the Anti-Materiel Rifle are slightly misaligned.
  • Arc weapons sometimes behave inconsistently and sometimes misfire.
  • Spear’s targeting is inconsistent, making it hard to lock-on to larger enemies.
  • Stratagem beam might attach itself to an enemy but it will deploy to its original location.
  • Explosions do not break your limbs (except for when you fly into a rock).
  • Area around Automaton Detector Tower makes blue stratagems such as the Hellbomb bounce and be repelled when trying to call them down close to the tower.
  • Planet liberation reaches 100% at the end of every Defend mission.

Release Captain Carlberg signing off

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