Helldivers 2 Update 01.001.104 Patch Notes Released (October 15)

Helldivers 2 Update 01.001.104 Patch Notes Released (October 15)

The long-awaited final piece of the “60-day commitment”aimed at enhancing Helldivers 2 has been delivered with the rollout of patch 1.001.104. This update builds upon version 1.001 by addressing several weapons and stratagems that might have been missed during the extensive balance adjustments. Furthermore, the update revamps the durability mechanics, ensuring that players’ choices in armor have a more significant impact.

In addition, Arrowhead Game Studios is dedicated to enhancing player experience by adjusting the spawn rates, vision range, and targeting of Automatons, aiming to alleviate frustrations associated with these enemies.

Without further delay, let’s delve into the detailed patch notes for Helldivers 2 patch 1.001.104.

Balancing Adjustments in Helldivers 2 Patch 1.001.104

General Updates

  • The minimap now displays additional Supply Items, including Exosuits and support Stratagems.
  • Orbital Stratagem projectiles, Eagle-1 bombs, and FAF-14 Spear missiles no longer ricochet off targets.
  • Improvements to Helldiver armor: both Heavy and Light variants are now more effective.
  • Heavy armor damage mitigation increased from 20% to 25%, enhancing durability.
  • Light armor damage vulnerability reduced from 33% to 25%, providing players with better protection.
  • Updated descriptions for Stratagems and Weapons with improved categorization:
  1. Armor penetration level 2 is now classified as Light armor penetrating.
  2. Armor penetration level 3 is now classified as Medium armor penetrating.
  3. Armor penetration level 4 is now classified as Heavy armor penetrating.
  4. Armor penetration level 5+ is now classified as Anti-tank.

Primary Weapon Adjustments

  • Standardized behavior for Plasma projectiles introduced.

“We’ve harmonized the behavior of Plasma projectiles that previously exhibited inconsistent flight characteristics. Now, all such projectiles will experience elevated drag, causing them to decelerate more quickly. Each plasma weapon will retain its distinct firing speed and caliber, preserving effective ranges for different scenarios. Most players may not notice this change significantly.”

  • The SG-8P Punisher Plasma now exhibits a reduced arc in its projectile trajectory, delivering a swift start before tapering off in speed while maintaining a similar effective range.

PLAS-101 Purifier:

  • Can now be charged for increased damage multipliers:
  1. A minimum charge of 0.1 seconds grants a 50% boost in damage.
  2. A maximum charge of 1 second delivers a 100% increase in damage.
  3. Maximum charge projectile damage heightened from 100 to 200.
  4. Durable projectile damage escalated from 50 to 100.
  5. Explosion damage has increased from 150 to 300 at maximum charge.
  • Explosion characteristics vary based on charge:
  1. Minimum charge (0.1–0.99 sec): Inner radius of 1m, outer radius of 2m, with explosion damage of 75.
  2. Maximum charge (1 sec): Inner radius of 2.9m, outer radius of 3m, with explosion damage of 300.

PLAS-1 Scorcher:

  • Incorporates a new auto fire mode.
  • Fire rate boosted from 250 to 350 rounds per minute.
  • Magazine capacity expanded from 15 to 20 rounds.
  • Spare magazines reduced from 6 to 5.

SG-8P Punisher Plasma:

  • Recoil has been minimized.
  • Fire rate increased from 80 to 100 rounds per minute.

AR-23 Liberator:

  • Horizontal recoil decreased by 30%.

AR-23P Liberator Penetrator:

  • Horizontal recoil reduced by 30%.
  • Magazine capacity enlarged from 30 to 45 rounds.
  • Spare magazines reduced from 10 to 7.

AR-23A Liberator Carbine:

  • Horizontal recoil decreased by 30%.
  • Ergonomics improved from 65 to 70.
  • Reload time reduced from 3 seconds to 2.5 seconds.

BR-14 Adjudicator:

  • Horizontal recoil decreased by 30%.
  • Projectile damage increased from 80 to 90.
  • Durable damage from projectiles escalated from 16 to 23.
  • Magazine capacity boosted from 25 to 30 rounds.

AR-61 Tenderizer:

  • Introducing a new function: 600/850 RPM fire rate.

JAR-5 Dominator:

  • Reclassified from Explosive to Special weapon category.

Sidearm Modifications

P-113 Verdict:

  • Armor penetration increased from 2 to 3.
  • Durable projectile damage jumped from 13 to 32.
  • Stagger strength enhanced from 13 to 15.

P-4 Senator:

  • Armor penetration elevated from 3 to 4.
  • Projectile damage raised from 175 to 200.
  • Durable projectile damage increased from 35 to 70.

P-11 Stim Pistol:

  • Spread minimized from 30 to 5.
  • Muzzle velocity amplified from 80 to 200.

Throwables:

  • K-2 Throwing Knives usage increased from 8 to 20.

G-12 High Explosive Grenade:

  • Damage increased from 400 to 800.

G-6 Frag Grenade:

  • Damage increased from 250 to 500.

G-10 Incendiary Grenade:

  • Damage increased from 150 to 300.

Stratagem Support Weapons

AC-8 Autocannon:

  • New function: Programmable ammunition with the ability to toggle between standard and flak projectiles.
  • Flak projectiles trigger shrapnel explosions upon proximity, featuring a wider blast radius.

GR-8 Recoilless Rifle:

  • New function: Programmable ammunition now enables the selection between normal shells and High Explosive rounds.
  • High Explosive rounds offer larger explosion impact and less effectiveness against armored vehicles.

RL-77 Airburst Rocket Launcher:

  • Reload time decreased from 7 seconds to 5 seconds.

M-105 LMG Stalwart:

  • Ergonomics improved from 25 to 40.

MG-43 Machine Gun:

  • Increased magazine capacity from 150 to 175 rounds.
  • Starting spare magazines elevated from 1 to 2.

MG-206 Heavy Machine Gun:

  • Magazine capacity expanded from 75 to 100 rounds.

Backpack Enhancements

LIFT-850 Jump Pack:

  • Cooldown halved from 20 seconds to 15 seconds.

Thrust Force Improvement:

  • The thrust vector has been adjusted to provide a slightly higher jump and increased forward momentum.

AX/AR-23 “Guard Dog”:

  • Transitioned from AR-23 Liberator rounds to AR-23P Liberator Penetrator rounds.
  • Armor penetration boosted from 2 to 3.
  • Damage reduced from 70 to 60.
  • Magazine capacity increased from 30 to 45 rounds.

Drone Backpacks feature a new toggle function:

  • Activate: The drone exits the backpack to fulfill its duties.
  • Deactivate: The drone returns to the backpack to a passive state.

Stratagem Changes

Eagle Strafing Run:

  • Explosion radius slightly expanded.
  • Explosion damage raised from 250 to 350.

Orbital Airburst Strike:

  • Salvo count increased from 3 to 4.
  • Interval between salvos extended from 3 to 4 seconds.

A/MG-43 Machine Gun Sentry:

  • Magazine capacity escalated from 125 to 175 rounds.
  • Cooldown time cut from 120 to 90 seconds.
  • Lifetime reduced from 180 to 150 seconds.

A/G-16 Gatling Sentry:

  • Magazine capacity enlarged from 400 to 500 rounds.
  • Cooldown decreased from 180 to 150 seconds.
  • Lifetime reduced from 180 to 150 seconds.

A/MLS-4X Rocket Sentry:

  • Cooldown reduced from 180 to 150 seconds.
  • Lifetime cut from 180 to 150 seconds.

A/AC-8 Autocannon Sentry:

  • Cooldown reduced from 180 to 150 seconds.
  • Lifetime decreased from 180 to 150 seconds.

MD-17 Anti Tank Mines:

  • Enhancements are in development for Anti-Personnel and Incendiary Mines, with further improvements planned for the future.
  • Mines now only activate in response to heavy enemies like Chargers, Bile Titans, Impalers, and Hulks.
  • Damage boosted from 800 to 2000.
  • Explosion radius truncated.

A/ARC-3 Tesla Tower:

  • Cooldown for charge-up shots reduced from 3 to 1 second.
  • Cooldown time decreased from 150 to 120 seconds.
  • Lifetime reduced from 180 to 150 seconds.

FX-12 Shield Generator Relay:

  • Removed charge delay between damage intervals.
  • Charge rate increased from 300 to 400 health per second.
  • Radius expanded from 8 to 15 meters.
  • This shield will not regenerate once depleted.

Gameplay Modifications in Helldivers 2 Patch 1.001.104

Patrol Spawn Adjustments

  • Previously, mission completion was followed by a surge of patrol spawns across the map. Now, patrols will spawn primarily near the extraction zone, increasing in numbers as players approach. This alteration is intended to improve the logic of patrol spawning while allowing players to explore the map or gather samples after completing their objectives. We welcome feedback on any persistent issues regarding patrol spawns!

Terminids Adjustments

Bill Spewers:

  • Reduced leg health from 300 to 200.

Nursing Spewers:

  • Leg health decreased from 300 to 200.

Hunters:

  • Short shared cooldown introduced for their pounce attack.
  • Can now explode when taking enough damage.

Scavengers:

  • Can now explode upon receiving sufficient damage.

Automaton Enhancements

Automaton Targeting:

“Some Automatons were capable of shooting at players without proper line of sight, allowing them to fire through walls and track hidden targets. We’ve rectified these issues, so stealth tactics against Automatons should now function more effectively, with enemies unable to shoot through walls or spot players when they shouldn’t.”

Automaton Projectiles:

  • Small projectile damage reduced from 40 to 35, affecting enemies like Devastators, Emplacements, and Conscripts.
  • Heavy projectile damage reduced from 65 to 60, impacting enemies like Heavy Emplacements and Scout Striders.

Hulk Bruiser:

  • In response to recent design choices, Super Earth High Command dispatched an elite operative to disable Automaton Hulk Bruiser manufacturing facilities. The operative has since evaded capture and lives on as a soldier of fortune.
  • Consequently, Hulk Bruisers have reverted to employing rocket launchers.

All Devastators:

  • Head armor reduced from 2 to 1.
  • Head health increased from 100 to 110.

Berserkers:

  • Head health decreased from 125 to 110.

Heavy Devastator:

  • Inter-salvo pauses have been slightly lengthened, allowing Helldivers to stage counter-attacks more effectively.

All Tanks:

  • Front armor decreased from 6 to 5; previous adjustments didn’t yield the expected gameplay outcomes, prompting this reversal.
  • Rear weak points now feature their own health pool, equal to the Tank’s former total health. Once drained, the Tank will be destroyed. Additionally, these weak points inflict 150% damage on the Tank’s main health.

Annihilator Tank Turrets & Shredder Tank Turrets:

  • Rear weak points now have their independent health pool, matching the Tank’s old total health, meaning that once depleted, the Tank is eliminated. Additionally, these weak points deal 200% damage to the Tank’s main health.

Barrager Tank Turret:

  • The turret will be destroyed if the parent Tank is eliminated.

Bug Fixes in Helldivers 2 Patch 1.001.104

Critical Issues Resolved:

Insufficient enemy spawns during Eradicate missions:

  • Fixed issues regarding enemies attacking without maintaining a proper line of sight, including firing through walls and tracking hidden players.
  • Updated patrol spawning logic to allow for a more gradual enemy presence without punishing players wanting to explore or gather resources post-mission.

Crash Resolutions & Soft-locks:

  • Addressed a crash that occurred when being knocked back while equipped with the energy shield backpack.
  • Fixed potential crashes related to a player leaving during unique armor customization.
  • Implemented various other crash-related repairs.

Miscellaneous Corrections:

  • Resolved an issue where players in heavy armor were unaffected by gas status effects.
  • The character General Brasch has returned from a rest retreat.

    Source

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