One day before the power of the law begins Helldivers 2Arrowhead Game Studios has released a new patch with bug fixes and balancing changes. These include the ability to administer Stim’s middives, and the enemy will not detect you immediately when flying near the edge or enemy spawners.
Several weapons have also been improved, including improved ergonomics in the R-2 amendment and additional departure magazines and damages for the P-2 piecemaker. Integrated Explosive Passive increases initial stock and hand-en-mudge capacity by +2. Flunching, on the other hand, increases the armor’s rating by 25, scanning the marker every 2 seconds on the map.
If that wasn’t enough, it became easier for light harvesters to destroy with tank weapons. Additionally, supervisor pay increases are not often seen in footed missions to prevent intrusions. Check out some of the patch notes below and more information.
Helldivers 2 Available for PS5 and PC. Creative Director Johann Pylesett, who surpassed 15 million players last November, looked at around 2.5 million weekly players before the latest news on democracy.
Patch 01.003.101
balance
General
The Ministry of Humanity has issued amendments to the Combat Mobility Safety Guidelines, which now allows Heldivar to self-control during middives, an act previously classified in the same risk zone as “running with scissors” and “juggling live grenades.”
Major weapons
R-2 modified
- Increase in ergonomics has increased from 35 to 50
Side arm
P-2 Piece Maker
- Starting magazine increased from 4 to 5
- Maximum spare magazine increased from 6 to 8
- Increased damage from 75 to 85
- Durable damage increased from 15 to 25
Armor Passive
Integrated Explosives
- In addition, we will increase the initial inventory and the ability to hold the hand-rena bullets by +2
boring
This passive is tailored to better reflect the core tenets of Truth Enforcers Warbond.
- Also increase the armor rating to 25
- Markers placed on the map generate radar scans every time in 2.0, revealing nearby adversaries
enemy
General
Stealth detection update:
Enemies will not automatically detect you when they are near terminal spawners or spawners that generate flying enemies. Instead, these spawners are only active if the enemy has already identified you as a target.
Previously, you can only be within 200 meters of a particular Spawner type, such as an enemy spawner, stalker rare, or internal location, and will immediately cause enemy spawning and reveal your location. With this update, detection will shift to more logical, outlook or alert-based systems, reducing arbitrary automechanics and improving stealth gameplay
As a result of these changes, automaton manufacturers will produce more consistent enemies, ensuring smoother pacing and engagement balance
the purpose
Defeat the overship
- Planetary Defense Cannons will bring the right amount of damage when firing with Leviathan
Illumination
Harvester
- Their health has been readjusted to make it easier to destroy using tank weapons use, especially when targeting the head
director
- Reduce the frequency of rise in egg-laying people during invasion prevention
- Supervisors can occasionally appear from dropships landed on the previous post and add diversity to the battlefield’s presence
Leviathan
- Projectile damage reduced from 1500 to 350. The goal is to ensure that the heldivar is still eliminated by direct influence.
- Explosion damage and radius from turret shots increased to maintain lethality through local denial
automaton
Factory Strider
- It slightly increased the health of the feet. It should not be destroyed by one GR-8 recoilless rifle shot into the legs
Correction
Crash fixes, hangs, softlock:
- Fixed a crash that could occur after a player was disconnected
- Fixed some crashes caused by browsing attachments for various weapons
Weapons and Strategy
- RS-422 Railgun scope screen not displayed correctly
- Entrenchment Tool’s stamina cost now matches properly with other melee weapons
- Fixed an issue where melee attacks in sealed relays were not registered properly