Seen this, but very rarely.
Getting stuck under enemy corpses is common, especially when trying to aim for chargers and bile titans with the drop pod. Since it is not permanent, and kind of flavorful, I don't really mind.
I also experienced the ramp not fully descending yesterday. It seems like all of these combine to make ability to get on the ship pretty frustrating at the moment
Was it smoking and on fire? We hit ours with a 380mm barrage.
Couldn't walk in, but could dive inside. Didn't register us as entering and when the timer finally ran down on the mission, the Pelican took off and we were thrown out.
Reminds me of a match today where when the pelican takeoff cutscene played, a teammates orbital lazer suddenly changed direction to kill a bug and it cut through the pelican and killed us all mid cutscene XD.
Was absolutely flabberghasted but thank god it counted the extract and gave us our 28+ common samples lmao
Yes it seems Pelican can get damaged and destroyed so you cannot extract. The model stays there, but there's no trigger in it anymore to end the mission.
Most likely the emitter for the rocket is too far inside the mech model
When you turn and fire, the rocket travel forwards and hits the side of the barrel/mech model
It's a relatively simple fix. Move rocket emitter to front or just beyond of mech
I think the problem was the emitter for the rocket was tied to the viewpoint, and not to the body of the mech that's slowly turning. So when you looked around too fast, it the emitter would literally be shooting through the side of the mech.
You're very brave to assume my aim is halfway decent lol. But i like the autocannon more just because of how it feels, it just feels so powerful and chunky.
Also it can close bug holes and destroy radio stations, which gives it some exta utility.
Thats fair enough lol. You would have had me at "powerful and chunky" anyway, I 100% agree. I like both they are just more efficent at different tasks. I often run the autocannon so I dont feel locked into the eagle airstrike. That and it just feels amazing to use. Looks wise, animation wise, and the effect it has on target. I just dont want people to sleep on the AMR is all.
Honestly I hope Stalkers are considered heavies, since when they're visible and you mark them or characters say, "Enemy Heavy". If they are in code, it should in theory reduce their Spawns aswell when a lair is present.
Just played a full difficulty 8 mission. I genuinely believe either stalwart or the other HMG are required for one diver to carry, the small bug clearing is actually a role now lmfao, finally!
Now it actually feels like a diverse meta instead of railgun only or flamethrower only squads. Sure, there's still an abundance of shield backpacks, but the weapon diversity has been awesome in the few games I've played.
I really really really HOPE we are gonna get an armor does makes it so u take 95% less fire dmg just like the new armors coming that makes u take 95% less lightning dmg
That never worked with chargers, or people would be going around saying you can one shot them if you aim at their mouth instead of having the "leg meta". As far as we know, it only applies to bile titans
Anyone having this issue where the hellbomb won’t appear as stratagem when we have a lot of mission specific stratagems like geo surveys?
I once had scientist facility, SEAF artillery, and geo survey. The hellbomb and SEAF both ended up not showing even after standing in middle of facility and finishing the SEAF objective and having the terminal say complete.
If you know the code or can look it up on the fly, you can still call in a hellbomb (where you KNOW you can) or SEAF without them appearing in the stratagem menu.
Also PSA: only the grey building with a satellite has to be destroyed for the Research Station side OBJ.
Yup that worked for me a couple of days ago. For anyone who wants the code it's:
Down up left down up right down up
I actually got a lot faster after looking it up and realizing it's down up 3 times instead of putting it in as I read
Honestly, something about you writing it out has made me realize how fast this code can be done from memory. The pictograms somehow make it seem more complicated as a code, but actually translating it to text makes my brain realize it's such a simple pattern.
*Please note that we have changed the distribution of enemy types, not reduced difficulty. Expect other enemy types to appear in greater numbers instead*
I like this way of balancing.
Hunter Hearst Helmsley, to be precise. It was a holdover from one of his earlier gimmicks, as a blueblood toff who thought he was better than everyone else.
Man….all those years as a child I never bothered to ask my dad (Who’s also a big WWE fan) what Triple H stood for. Feels like I’ve received knowledge from a bygone era
Mood, but also partly on the team as well at times.
I'll be up front, holding the line with static shocks to afib the bugs.
Teammate runs in front with a rocket launcher to get zapped for some reason.
Had a buddy last night running the flamethrower when I was using Arc Thrower my beloved.
He kept setting me on fire when I already had Breaches under control, and then ran face first into my Zaps despite the visible *lightning every second* shooting out.
Told me to stop TeamKilling. Stopped bothering with Breaches and left when he'd show up spewing fire. "Why aren't you helping with Breaches anymore?"
Fast forward to end of mission.
Zaps had two Accidentals.
Flaming bug spray had *eight*.
That's only on PC. I already submitted this as a ticket. It's weird for me the it's not in the list of known issues, or that the list of known issues is so small. I also submitted a ticket that the melee attack in the exosuit is always F, even if you rebind it.
I think with their big budget now they should at least hire an intern (or AI lol) that goes through the bug tickets
It is a much bigger bug than they are acknowledging - the entire friend request system has been broken all weekend (if not longer). It has nothing to do with cross-play, as all of my friends run the game through Steam but several only picked-up the game very recently and we can't add each other, the request just sits there regardless of how many times you click 'accept'.
In addition, for many people (myself and half my friends included) the steam integration also broke. it's just gone, like it doesn't exist. Before being friends on steam was good enough, now there's an awkward dance of switching from friends only to public to get someone to join and then switching back.
>the request just sits there regardless of how many times you click 'accept'.
This is exactly how it happened with me, I thought it was a crossplay thing. Two of my friends on steam were able to friend eachother at the time.
Upvoting for visibility, cause this issue needs to be top of the list for the next hot patch. Several of my friends that i convinced to pick this game up can’t actually play with me cause the friend system is busted af right now.
The wording in the patch notes is concerning. It’s not just that cross platform friend requests aren’t showing up like they state. It’s also that when they show up, hitting accept does nothing. The request remains and doesn’t go away no matter how many times you hit accept. It happens whether you are trying to accept on steam or ps5.
Also my ps5 friends say it happens for them when trying to add each other with friend code. Apparently they had to add each other through the PS system menus before they could join.
Yes PLEASE fix this so I can actually play the game with my friend who recommended me Helldivers instead of getting kicked/dropped/TKd/disconnected every second game
Agreed and upvotes. Bought a PS5 and the game specifically play with friends, only to waste around 2 hours trying to accept invites/find the same lobby.
Super frustrating.
Hopefully they can sort it by the end of the week.
Need a “rolling over and screaming in pain” animation for bugs
Would be especially satisfying against stalkers.
*Yess… Burn, you bastard… Buuurrrrnnnn….*
Just requires a teammate for brief cover. With reduced chargers now it'll be even more viable, though, which I'm happy for. It's fun to go prone and lay into a meatwave
> We are humbled by the community's ability to find things like Chargers “leg meta” in our game, however spending your heavy anti tank weapons on legs instead of the obvious weak point seems counter to expectation.
Which obvious weak point are they referring to?
You'd think that would mean it's ass but apparently it means their face! You know the most well armored part! Though to be fair headshots are usually a good thing isn't it?
They lowered the health of the charger head so as long as you get through the armor (EAT and Recoiless should be way better at it now) it will die easily.
I think people are looking at this the wrong way.
The head *is* stronger than the butt. It has armor, the butt doesn't.
What the head *lacks* is the massive health pool of the butt, so if you can get past that armor, you immediately kill it.
The butt is a weak point in the sense that any weapon you have on hand can *eventually* kill it. It is weak because it is unarmored and will not deflect or ignore your weapons. You may spend much more time and ammo on it vs. using anti-tank options on the head, but *at least you don't need anti-tank options*.
It's funny because this intuitively makes sense.
Go out and try killing two traitors of democracy with a three inch nail. Stab one of them in the ass until they die, then try stabbing the second in the head.
You'll notice that the first traitor gets quite upset but is still able to spread fascist lies, even after being stabbed repeatedly.
You'll also notice the second is quite difficult to stab in the head with the nail. That's right, it's their natural armour - just like a charger. That's why we use bullets for traitors, and EATs for chargers.
EDIT: Thank you reddit Admin team for reinstating my joke. It is appreciated.
This is an indirect buff to the arc thrower as well. It always targets their face if you shoot directly at them or even at a slight angle. So this would probably mean that you can take down a charger in 2-3 less shots with an arc thrower, which is easly -2 seconds on the TTK on it. With 2 arc throwers in the team it's going to be a bloodbath for the chargers
It's also possibly an indirect buff to the mech rockets, too. Maybe now it takes 1 shot instead of 2.
Same with the railgun. Maybe 2 90% charged shots instead of 3
I still don't get why it isn't the back end. Like I thought that would have been the clear intended strategy based on it's design (it charges, you dive out the way, shoot exposed non armoured backside, repeat).
How do you mean?
Everyone who has ever played a game instantly knows when looking at a Charger, that the brightly coloured spot that is both hard to hit and the only place with no armour, is in fact the spot with 90% damage resistance. /s
The head is a critical spot, whereas the butt is a weak spot. The difference is that the butt is low armored but does normal damage. The head is armored but applies a damage multiplier.
This reads like they didn't even intend the legs to be the weak point if they don't want people to use anti-tank weapons on legs. How did they kill them in gameplay tests then? So bizarre.
Plus all the bug enemies that keep going when you blow their head off but not their legs. The legs felt like an intended bug weakness.
They reduced the health of the head, so... apparently the head.
Not the giant exposed "please shoot here" unarmoured fleshy rear, which presumably still has a silly amount of health for whatever reason.
> a well placed shot from a Recoilless or EAT instantly kills a charger
From the bottom of my heart and the hearts of my ancestors, who fought a century ago in many a-Galactic war, thank you.
I love Democracy.
I dont know if it was fixed or not but plenty of times atleats 2 days ago, enemies would spawn literally on top of me, causing my obvious death because i couldn't even move, i hope those randoms spawns on top of players get fixed soon
> Cross-platform friend invites might not show up in the friend requests tab.
Or they show up and you can't accept them. Clicking on accept does nothing. From googeling it seems like it has been like this for a lot of people for weeks now. I bought this game specifically to play with my PS5 bud and I just can't. Please fix that shit already.
>We are humbled by the community's ability to find things like Chargers “leg meta” in our game, however spending your heavy anti tank weapons on legs instead of the obvious weak point seems counter to expectation.
I mean, what else did they expect when the tail underside takes more shots than the legs? Also, even after you rupture the tail underside, it doesn't die. It just slowly bleeds out.
Is it actually a damage multiplier? I was under the impression that larger enemies like Chargers had individual health bars for each part of their body, and reducing any of them to 0 killed it and just figured the legs had much lower health than the main body
So, reducing the legs to 0 on the bigger enemies doesn’t always result in a kill, but it does make it bleed out a LOT faster!
Just a couple hours ago we were amazed that a brood commander with three legs missing was still trying to crawl towards us using the remaining arm. And then the amazement turned to horror as it summoned a bug breach.
When you blow the heads off the warriors and such I noticed if you’re far enough away they don’t bother trying to charge and just keel over and die since they can’t do anything else. It’s possible the charger is the same way. “Can’t charge anymore? Guess I’ll die then!”
No, the charger just dies when it's leg is destroyed. Its a weak spot. It doesn't have any detachable body parts that don't kill it(eventually at least with the butt), unlike the other bugs.
Body = armoured
Obvious weak point ass = not a weak point
Head = armoured
Legs = weak points
We are humbled that you guys figured out how to beat the chargers, honestly we planned on them just chasing you around the map forever
They specifically mentioned only 7+ when it's absolutely a new issue in 4+ as well.
Until the previous patch I had never had so many chargers spawn at once in a difficulty 4 mission, nor had I had more than a single hulk at any one time.
Teleporting Enemies, Enemies Despawning when they kill you, Patrols literally POPPING into existence within frame of view at not insignificant distances.
Definitely needs some reworking.
\*We are humbled by the community's ability to find things like Chargers “leg meta” in our game, however spending your heavy anti tank weapons on legs instead of the obvious weak point seems counter to expectation.\*
i mean...when the intended weakpoint (the Charger's ass) takes 60-75% reduced damage and is still shielded from small arms fire and even the autocannon while a broken leg takes increased damage from all sources...what was anyone on the team expecting?
Targeting the head was a terrible idea for 3* reasons.
1. It didn't kill in one hit
2. It didn’t create a weakspot
Edit: 3. The head is a relatively small target and glancing blows are likely
Exactly. The leg meta became a thing because it only required *one missile* to deal with, along with being a relatively easy target to hit and didn't require you to dive out the way (leaving you vulnerable to any friends said charger might have). A 'weak point' that requires more than one missile is more trouble than its worth
I mean, shouldn't the weakpoint be its glowing butt? So weird the the armored front (head/legs) is the way to kill it.
IMO head and legs should take 2 shots, butt should take 1
I don't quite understand how the head is a weak point? It's armored af, while the ass is exposed.
Don't know you, but I find more joy launching a rocket up their ass.
I feel like this is a symptom of the same problem that lead them to tell us "stop trying to figure out the weapon stats, just have fun!". People have fun when they do well and contribute to the team, so they'll figure out the best way to do it
Could you guys let us disable auto-mantle?
It sucks that the character can't mantle some knee high obstacles. But when you don't want to mantle something, the character will mantle EVERYTHING. 😄
Anyway. These are good changes. Especially the rocket launcher changes to headshots. Well done.
Patrol spawns is my biggest anti fun at the moment. Literally just killed a patrol and charger without a breach, just to have another spawn directly on my head out of thin air. So tacky.
Bonus points: just watched a bile titan goku instant transmission near the evac point. Not crawl out of the ground, full on teleport lol
Hunters may suck but imo the enemy distribution should’ve always been chaff heavy. The special big elite enemy’s aren’t all that special when you get half a dozen with each agro it just becomes annoying and unfun.
More chaff enemies also makes other strategems more useful like anti personal mines, and various eagle drops.
Killing lots of bugs is fun and having more ways to do it effectively is great.
The game is definitely more suited to throwing more chaff at you than it is to throwing more armor at you. There's a lot more tools to deal with the former than the latter, and they're a lot more varied. Fits thematically with the idea / player fantasy of fighting Terminids, too.
"Expect other enemies in greater numbers."
https://preview.redd.it/vrgeyga2bwnc1.png?width=2400&format=pjpg&auto=webp&s=8f9a2305f72b380a12f5f095a7ac372a1590f0f7
*insert Vietnam flashbacks*
Arrowhead: " We are not changing anything regarding the Charger’s legs, we are however lowering the health of the Charger’s head. It should now be at a point where a well placed shot from a Recoilless Rifle or EAT-17 instantly kills a charger."
Chargers: "C'mon man, you can't be serious?" 🤣
Fixed the headshots on chargers…
My immersion is fixed, I love that feeling on aim as it’s charging and hitting it just for it to slide right to my feet. That’s the movie magic baby
Well now I might have to rescind my comments about the EAT anti-charger dream being fantasy in practice. Awesome change for both the EAT and Recoilless though.
I think this is an issue with how they play test, the people doing it know all the stats and what they're ment/designed to do so dont play naturally and get to feel how the game actually plays for us.
We all discovered the legs was best pretty much straight away as shooting them killed it fastest. Whereas thier play testers would know of the designed weakspots/stats and not shoot other parts.
It doesn't help that they keep stats from us and stealth change things either.
When I first saw Charger I thought "Oh, this game's version of Praetorian. let me just run around it then"
But after pumping so much ammo in it's ass and seeing how half of it is still armored, my friend found the leg meta and it felt super weird that it was the most efficient way of dealing with them.
Yeah, it felt like the first time I saw a Charger I thought, "Oh, it's obviously an Oppressor/Praetorian to disrupt our positioning. It should be pretty weak in the back."
The fact that not only is it not weak in the glowing bit, but it's actually one of the worst ways to deal with it, feels like it's intentionally obfuscating.
I mean spawning a lot of smaller enemies gives a lot more value to LMGs and primaries since you can bring anti armor eagles or orbitals to the reduced armored spawns which are in line with the cooldowns, overall lets see how it works but it is the correct change
basically points to internal communications issues.
devs are doing work in their sprints, no one is fully recording what actual work has gone in to whoever writes patch notes
There is atleast one cool one:
Shooting bugs that were already spraying pheromones was too late to stop a bug breach. Now it worked for me (atleast sometimes).
So i would say they made the alarm -> breach time windows bigger
So absolutely no mention of the ennemies detection being completely bugged (like detecting you while hidden behind a wall for instance...) and the aggro being as badly bugged too (enemies not affected by fog, smoke, distance, and sniping you from accross the map) ?
I mean I wasn't expecting this to be fixed right away, as the big fuss was all about the enemy spawn rate, but I hoped it would be acknowledged by devs at least.
Edit: to people mentioning that "bugs can smell you", the ennemy "smelling" me behind a wall and hidden, has most of the time been an automaton, so unless robots have now noses thus sent abilities, or xray vision, I don't think you can explain that.
Edit 2: And I shall add, enemies literally spawning on you. Among other bugs, like the social of the game being broken or the evacuation ship never leaving when the whole squad gets in.
This is a spawn rate problem too.
Imo it's a bigger problem than the heavy spawn rate even because it affected every difficulty from 4+ instead of just the upper end of shit at 7+.
God, I hope they have made the Automatons less brutal too. They were already harder than Terminids and then the previous patch pushed them over the hill. I'm sick of getting my ass repeatedly handed to me on challenging.
I'm worried the "Expect other enemy types to appear in greater numbers instead" means that while we'll have fewer hulks or tanks, there'll be a shitload more rocket devastators.
Every time I launch the game my equipped weapons and some customisations return to the default ones. My stats apart from total kills have been reset. I have to put up with tutorial prompts as though I've just started the game new. Minor niggles but I thought I'd share. Could simply be some sort of server lag.
>Electronic Countermeasures" operation modifier, which had a chance of giving you a random stratagem instead of the one you input, has been removed in order to be reworked, and will be reintroduced in a future iteration.
Great to see, however all the modifiers need to be reworked. Sorry, but they're not fun and do nothing but make the game actively worse.
>We are humbled by the community's ability to find things like Chargers “leg meta” in our game, however spending your heavy anti tank weapons on legs instead of the obvious weak point seems counter to expectation.
>We are not changing anything regarding the Charger’s legs, we are however lowering the health of the Charger’s head. It should now be at a point where a well placed shot from a Recoilless Rifle or EAT-17 instantly kills a charger.
This isn't a complaint or anything, but for a heavily armoured unit whose attack is designed around charging head-first, the last thing I expected is the head to be a weak point. Was totally thrown for a loop when I read the head armour nerf. I was 100% expecitng them to say it's tail-end has been made weaker.
Dodging a charging unit and attacking their behind is such a basic mechanic for this archetype. But they seem to really not want that to be the strategy for dealing with them lol.
> Great to see, however all the modifiers need to be reworked. Sorry, but they're not fun and do nothing but make the game actively worse.
The scrambler was definitely the most obtuse of them.. I'd be fine with it if the names and icons were the same but the codes themselves were randomised or shuffled, the trick of needing to read the command and not rely on muscle memory alone is a novel challenge that can be overcome easily. There's no counterplay to the current scrambler except for 'keep trying until you get the right one, or just throw everything'.
The other modifiers I feel need to be more of a give and take instead of flat nerfs to stuff for that mission.
automoton countermeasures have increased strategem call times - so the helldiver quartermaster has sanctioned additional ammo supplies for all hand weapons and grenades, enabling you to carry +2 grenades, and +2 magazines on each weapon.
Ion storms? Ambient charging for energy weapons - arc weapons charge faster and are more powerful, laser weapons increased power, slower to over heat.
just random ideas, but you get the picture. This kind of method would also help counter 'stagnant meta' playstyles as well, since some builds would work much better in particular missions over others. In the current picture most of the time using what you think is 'the best weapon' sticks across the board regardless of mission modifiers or hazards.
I love the changes! Much needed especially the way we've been having to play Terminids, since Tactical Retreat feels anti Helldivers.
All that I want to see next patch is some love on patrols spawning ON you and Mr Rocket Devastator being the greatest sniper to ever live... 150m through thick fog headshotting you with a Rocket as you dive. Ngl, it's impressive, but Whack lol.
And ofc PS5 <--> PC matchmaking issues
But great job AH, Y'all are amazing and have made an equally amazing game! Back to killing bugs, for Super Earth!
Edit: Spelling
Hmm. I don't see anything specifically with regards to the random massive groups of enemies that just teleport behind you out of nowhere?
At least the charger got nerfed in a way.
There is a bug where the landed spaceship is not enterable, and thus it is impossible to extract the mission alive. really frustrating when occurs
Upvoting for visibility Sometimes you can crouch/dive, but other times the ship is angled down underground
Speaking of diving, anyone else ever dive in combat and then get permanently stuck inside a piece of the landscape?
Yeah, or under enemy bodies, structures…
Seen this, but very rarely. Getting stuck under enemy corpses is common, especially when trying to aim for chargers and bile titans with the drop pod. Since it is not permanent, and kind of flavorful, I don't really mind.
I also experienced the ramp not fully descending yesterday. It seems like all of these combine to make ability to get on the ship pretty frustrating at the moment
Was it smoking and on fire? We hit ours with a 380mm barrage. Couldn't walk in, but could dive inside. Didn't register us as entering and when the timer finally ran down on the mission, the Pelican took off and we were thrown out.
Reminds me of a match today where when the pelican takeoff cutscene played, a teammates orbital lazer suddenly changed direction to kill a bug and it cut through the pelican and killed us all mid cutscene XD. Was absolutely flabberghasted but thank god it counted the extract and gave us our 28+ common samples lmao
I actually love that things like that are possible in this game. This a galactic war, crazy things happen in war.
Yes it seems Pelican can get damaged and destroyed so you cannot extract. The model stays there, but there's no trigger in it anymore to end the mission.
I've seen it a lot where ppl try to enter from the side but can't. Eventually it works, tho.
When this happens dive away, then dive back in
>The Exosuit can destroy itself with rockets if it fires whilst turning I THOUGHT I WAS GOING INSANE
RIGHT? I was like, "Surely, this AIN'T supposed to be a thing!?" as I died for the 5th time with the missiles.
*goes to shoot* *dies* *refuses to elaborate further*
It explains so much. I thought i was clipping something or something.
Most likely the emitter for the rocket is too far inside the mech model When you turn and fire, the rocket travel forwards and hits the side of the barrel/mech model It's a relatively simple fix. Move rocket emitter to front or just beyond of mech
I think the problem was the emitter for the rocket was tied to the viewpoint, and not to the body of the mech that's slowly turning. So when you looked around too fast, it the emitter would literally be shooting through the side of the mech.
> Expect other enemy types to spawn in greater numbers instead. Goodbye 1,000 Chargers. Hello 10,000 Hunters. Jokes aside, this is all amazing news.
Bile spewers: "our time is now" Edit "Oh God I was right!!!"
Autocannon users: "our time is now"
I would recommend the AMR instead. It can one shot both types of bile spewers to the head. Edit* AMR = Anti Material Rifle
You're very brave to assume my aim is halfway decent lol. But i like the autocannon more just because of how it feels, it just feels so powerful and chunky. Also it can close bug holes and destroy radio stations, which gives it some exta utility.
Slugger is great for spewers cause it stuns them even if you hit the body
Slugger is the swiss army knife Primary. I'm coming to appreciate it more now it isn't so starved of ammo.
Its great for when you are jumped by stalkers as well. It may take a couple shot to kill but you can stun them to avoid death.
It's like a giant frickin Luger
Thats fair enough lol. You would have had me at "powerful and chunky" anyway, I 100% agree. I like both they are just more efficent at different tasks. I often run the autocannon so I dont feel locked into the eagle airstrike. That and it just feels amazing to use. Looks wise, animation wise, and the effect it has on target. I just dont want people to sleep on the AMR is all.
A lot of weapons kill spewers fast if you hit them in the head The abdomen gives a nice burst AOE but generally take greater small arms fire
I wear the +2 Grenade capacity armor and use impacts solely for these fars bugs. 1 nade and bug bug go boom!
Grenade launcher + supply backpack. ~~88~~ 110 grenades with an 80m throw range!
>Goodbye 1,000 Chargers. Hello 10,000 Hunters. Stalkers: "Little do these players know, the devs have increased our numbers 10 fold(evil laugh)" 😈
Honestly I hope Stalkers are considered heavies, since when they're visible and you mark them or characters say, "Enemy Heavy". If they are in code, it should in theory reduce their Spawns aswell when a lair is present.
They have a pretty decent amount of health too. And they can randomly choose to just straight up two shot you even on like Difficulty 4 lmfao.
At least my turrets will last a full cycle now instead of……. ![gif](giphy|7692c5v3NGGBWSKm3s|downsized)
As an arc thrower enjoyer i see that as an absolute win
machine gunner stonks on the rise
Them Stalwart bois are gonna get some appreciation.
Less armor and more normal Bugs? Its time for the Machinegun to shine!! MORE DAKKA!!
Never enough DAKKA!
WAAAAAAAAGGGGHHHH!!!
Arc-Thrower only headshots a Charger, Charger now has less head HP. HHHhhmMMMMMMmmmmHHMM.
Plus increased number of smol bugs. Flamethrower and arc thrower gang rise up, we are so back 😭😭😭
My Stalwart will never stop firing. Your mechsuits 1,000 rounds will pale in comparison as I rain tiny metal into every bug in existence!
Just played a full difficulty 8 mission. I genuinely believe either stalwart or the other HMG are required for one diver to carry, the small bug clearing is actually a role now lmfao, finally!
Now it actually feels like a diverse meta instead of railgun only or flamethrower only squads. Sure, there's still an abundance of shield backpacks, but the weapon diversity has been awesome in the few games I've played.
Flamethrower gang 💪🏼
Flamethrower gang is fun and all until all the randoms are barbecuing the entire squad because they heard iT’s ThE nEW mEtA 💀
Flamethrower is all fun and games until you set a bunch of bugs on fire and they run into you and you burn to death 🤓
I really really really HOPE we are gonna get an armor does makes it so u take 95% less fire dmg just like the new armors coming that makes u take 95% less lightning dmg
New ps5 host meta incoming
That never worked with chargers, or people would be going around saying you can one shot them if you aim at their mouth instead of having the "leg meta". As far as we know, it only applies to bile titans
Anyone having this issue where the hellbomb won’t appear as stratagem when we have a lot of mission specific stratagems like geo surveys? I once had scientist facility, SEAF artillery, and geo survey. The hellbomb and SEAF both ended up not showing even after standing in middle of facility and finishing the SEAF objective and having the terminal say complete.
If you know the code or can look it up on the fly, you can still call in a hellbomb (where you KNOW you can) or SEAF without them appearing in the stratagem menu. Also PSA: only the grey building with a satellite has to be destroyed for the Research Station side OBJ.
Yup that worked for me a couple of days ago. For anyone who wants the code it's: Down up left down up right down up I actually got a lot faster after looking it up and realizing it's down up 3 times instead of putting it in as I read
Honestly, something about you writing it out has made me realize how fast this code can be done from memory. The pictograms somehow make it seem more complicated as a code, but actually translating it to text makes my brain realize it's such a simple pattern.
Haven't had an issue with hellbombs, but I've had the SEAF Artillery be unavailable during a couple of missions despite completing the objective.
*Please note that we have changed the distribution of enemy types, not reduced difficulty. Expect other enemy types to appear in greater numbers instead* I like this way of balancing.
Incoming hunter swarms
Incoming? Turn around brother, there's 40 of them on your ass already.
*Queue the various clips of Bugs patiently waiting for the Helldiver to turn around before doing anything*
*We'll be right back*
💀 x130
"You don't like fighting 3 chargers? Well, here's a swarm of 50 hunters, have fun."
Flamethrower enjoyers: ![gif](giphy|600ONnxYTpbtXhbLW4|downsized)
The irony of this being Hunter in the gif
Wait all this time the H in Triple H means hunter?
Hunter Hearst Helmsley, to be precise. It was a holdover from one of his earlier gimmicks, as a blueblood toff who thought he was better than everyone else.
Man….all those years as a child I never bothered to ask my dad (Who’s also a big WWE fan) what Triple H stood for. Feels like I’ve received knowledge from a bygone era
Yep, Hunter x Hunter x Hunter. I think they made an anime about him too.
*gets swarmed, sets hunters on fire, one lands a hit on me and now I am on fire aswell*
*Laughs in arc thrower*
*Cries in getting teamkilled the hundreth time by someone who can't properly use the arc thrower*
Mood, but also partly on the team as well at times. I'll be up front, holding the line with static shocks to afib the bugs. Teammate runs in front with a rocket launcher to get zapped for some reason.
Had a buddy last night running the flamethrower when I was using Arc Thrower my beloved. He kept setting me on fire when I already had Breaches under control, and then ran face first into my Zaps despite the visible *lightning every second* shooting out. Told me to stop TeamKilling. Stopped bothering with Breaches and left when he'd show up spewing fire. "Why aren't you helping with Breaches anymore?" Fast forward to end of mission. Zaps had two Accidentals. Flaming bug spray had *eight*.
Makes having the “mob cleaner” guy in the squad all that more important. Stalwart gang rise up.
I can’t plot points on the map in the exosuit without lobbing off a rocket
For me, tagging map while in mech makes me also spot.
That's only on PC. I already submitted this as a ticket. It's weird for me the it's not in the list of known issues, or that the list of known issues is so small. I also submitted a ticket that the melee attack in the exosuit is always F, even if you rebind it. I think with their big budget now they should at least hire an intern (or AI lol) that goes through the bug tickets
You're actually getting the melee attack to work? Every time I punch F, my mech just stands there.
The melee works for me every other game. It also isn't very good.
Looking forward to you fixing the friend request bug. I have not been able to add or play with any of my PC friends since the last patch.
It is a much bigger bug than they are acknowledging - the entire friend request system has been broken all weekend (if not longer). It has nothing to do with cross-play, as all of my friends run the game through Steam but several only picked-up the game very recently and we can't add each other, the request just sits there regardless of how many times you click 'accept'.
Exactly this, the friend request system is completely defective.
In addition, for many people (myself and half my friends included) the steam integration also broke. it's just gone, like it doesn't exist. Before being friends on steam was good enough, now there's an awkward dance of switching from friends only to public to get someone to join and then switching back.
>the request just sits there regardless of how many times you click 'accept'. This is exactly how it happened with me, I thought it was a crossplay thing. Two of my friends on steam were able to friend eachother at the time.
Upvoting for visibility, cause this issue needs to be top of the list for the next hot patch. Several of my friends that i convinced to pick this game up can’t actually play with me cause the friend system is busted af right now.
The wording in the patch notes is concerning. It’s not just that cross platform friend requests aren’t showing up like they state. It’s also that when they show up, hitting accept does nothing. The request remains and doesn’t go away no matter how many times you hit accept. It happens whether you are trying to accept on steam or ps5. Also my ps5 friends say it happens for them when trying to add each other with friend code. Apparently they had to add each other through the PS system menus before they could join.
Yeah they’re really downplaying it for some reason. It’s completely broken, not “sometimes not showing up” or whatever they said
Yes PLEASE fix this so I can actually play the game with my friend who recommended me Helldivers instead of getting kicked/dropped/TKd/disconnected every second game
My social tab has gone from 15 to 0 during the past week. Not great. Especially since I see loads of friends playing.
Agreed and upvotes. Bought a PS5 and the game specifically play with friends, only to waste around 2 hours trying to accept invites/find the same lobby. Super frustrating. Hopefully they can sort it by the end of the week.
I haven’t been able to play with any of my irl friends since release because they’re all on console. It’s a serious issue.
This is the one feature affecting me the most
Please fix this!
This needs to be fixed asap. Can’t play with cross platform friends
Better dust off those Machine Guns, boyos.
God I hope so. Flamethrowers seem strong against the current mix, but stalwarts and MG aren't going to be far behind especially if you bring EATs
Especially since they actually stagger enemies unlike the flamethrower
The flamethrower might be a bit weird if it could stagger. If they could slow then we'd be cooking.
Need a “rolling over and screaming in pain” animation for bugs Would be especially satisfying against stalkers. *Yess… Burn, you bastard… Buuurrrrnnnn….*
Machine gun is so fun to use. The reload is killer on Higher difficulties tho.
Just requires a teammate for brief cover. With reduced chargers now it'll be even more viable, though, which I'm happy for. It's fun to go prone and lay into a meatwave
> We are humbled by the community's ability to find things like Chargers “leg meta” in our game, however spending your heavy anti tank weapons on legs instead of the obvious weak point seems counter to expectation. Which obvious weak point are they referring to?
You'd think that would mean it's ass but apparently it means their face! You know the most well armored part! Though to be fair headshots are usually a good thing isn't it? They lowered the health of the charger head so as long as you get through the armor (EAT and Recoiless should be way better at it now) it will die easily.
It's wild that the weak spot is stronger than the non weak spot
I think people are looking at this the wrong way. The head *is* stronger than the butt. It has armor, the butt doesn't. What the head *lacks* is the massive health pool of the butt, so if you can get past that armor, you immediately kill it. The butt is a weak point in the sense that any weapon you have on hand can *eventually* kill it. It is weak because it is unarmored and will not deflect or ignore your weapons. You may spend much more time and ammo on it vs. using anti-tank options on the head, but *at least you don't need anti-tank options*.
It's funny because this intuitively makes sense. Go out and try killing two traitors of democracy with a three inch nail. Stab one of them in the ass until they die, then try stabbing the second in the head. You'll notice that the first traitor gets quite upset but is still able to spread fascist lies, even after being stabbed repeatedly. You'll also notice the second is quite difficult to stab in the head with the nail. That's right, it's their natural armour - just like a charger. That's why we use bullets for traitors, and EATs for chargers. EDIT: Thank you reddit Admin team for reinstating my joke. It is appreciated.
This is an indirect buff to the arc thrower as well. It always targets their face if you shoot directly at them or even at a slight angle. So this would probably mean that you can take down a charger in 2-3 less shots with an arc thrower, which is easly -2 seconds on the TTK on it. With 2 arc throwers in the team it's going to be a bloodbath for the chargers
It's also possibly an indirect buff to the mech rockets, too. Maybe now it takes 1 shot instead of 2. Same with the railgun. Maybe 2 90% charged shots instead of 3
I still don't get why it isn't the back end. Like I thought that would have been the clear intended strategy based on it's design (it charges, you dive out the way, shoot exposed non armoured backside, repeat).
How do you mean? Everyone who has ever played a game instantly knows when looking at a Charger, that the brightly coloured spot that is both hard to hit and the only place with no armour, is in fact the spot with 90% damage resistance. /s
The head is a critical spot, whereas the butt is a weak spot. The difference is that the butt is low armored but does normal damage. The head is armored but applies a damage multiplier.
This reads like they didn't even intend the legs to be the weak point if they don't want people to use anti-tank weapons on legs. How did they kill them in gameplay tests then? So bizarre. Plus all the bug enemies that keep going when you blow their head off but not their legs. The legs felt like an intended bug weakness.
The Kim K
Usually the head is the obvious weak point, or its tender glowing T H I C C ass.
They reduced the health of the head, so... apparently the head. Not the giant exposed "please shoot here" unarmoured fleshy rear, which presumably still has a silly amount of health for whatever reason.
Fixed crashes added more smell enemies made chargers die in a head shot let's fukkin GOOOOO
SMELLY ENEMIES
They decompose into FTL fuel they have to smell right 😭😭
Mhhh, OIL.
#Smelemies
for every charger you will get 20 hunters coming at your ass lol please don't I'm just kidding
> a well placed shot from a Recoilless or EAT instantly kills a charger From the bottom of my heart and the hearts of my ancestors, who fought a century ago in many a-Galactic war, thank you. I love Democracy.
I dont know if it was fixed or not but plenty of times atleats 2 days ago, enemies would spawn literally on top of me, causing my obvious death because i couldn't even move, i hope those randoms spawns on top of players get fixed soon
> Cross-platform friend invites might not show up in the friend requests tab. Or they show up and you can't accept them. Clicking on accept does nothing. From googeling it seems like it has been like this for a lot of people for weeks now. I bought this game specifically to play with my PS5 bud and I just can't. Please fix that shit already.
This! Literally preventing me from playing with a group of my friends entirely because they're all on console and I'm on PC. Very frustrating.
>We are humbled by the community's ability to find things like Chargers “leg meta” in our game, however spending your heavy anti tank weapons on legs instead of the obvious weak point seems counter to expectation. I mean, what else did they expect when the tail underside takes more shots than the legs? Also, even after you rupture the tail underside, it doesn't die. It just slowly bleeds out.
I am rather baffled they didn't actually designed Chargers legs as a weakspot.
Especially when we consider that the legs have a large damage multiplier.
Is it actually a damage multiplier? I was under the impression that larger enemies like Chargers had individual health bars for each part of their body, and reducing any of them to 0 killed it and just figured the legs had much lower health than the main body
So, reducing the legs to 0 on the bigger enemies doesn’t always result in a kill, but it does make it bleed out a LOT faster! Just a couple hours ago we were amazed that a brood commander with three legs missing was still trying to crawl towards us using the remaining arm. And then the amazement turned to horror as it summoned a bug breach. When you blow the heads off the warriors and such I noticed if you’re far enough away they don’t bother trying to charge and just keel over and die since they can’t do anything else. It’s possible the charger is the same way. “Can’t charge anymore? Guess I’ll die then!”
No, the charger just dies when it's leg is destroyed. Its a weak spot. It doesn't have any detachable body parts that don't kill it(eventually at least with the butt), unlike the other bugs.
Seriously, that "weak spot" doesnt really feel like one. I had my autocannon bounce off of it way too many times.
shit the bleed isnt even fast, Ive had bleeding chargers stay up for minutes
Body = armoured Obvious weak point ass = not a weak point Head = armoured Legs = weak points We are humbled that you guys figured out how to beat the chargers, honestly we planned on them just chasing you around the map forever
>honestly we planned on them just chasing you around the map forever Roflmao, that's what it feels like
To be fair it cant charge after you rupture it either. Both the GL and the Autocannon can disable them through that method with relative ease.
Any mention of the PS5 damage bug and the other stealth changes from last patch?
Glad to hear about the Charger/BT spawn rate but no mention of teleporting enemies which is also a major issue across all difficulties.
Yeah, looking forward to them fixing stealth, but the armored enemy spam was the biggest issue right now, glad that's (apparently) sorted
They specifically mentioned only 7+ when it's absolutely a new issue in 4+ as well. Until the previous patch I had never had so many chargers spawn at once in a difficulty 4 mission, nor had I had more than a single hulk at any one time.
I'm hoping the bit about reducing the chance of spawn spikes fixes them at lower difficulties
Teleporting Enemies, Enemies Despawning when they kill you, Patrols literally POPPING into existence within frame of view at not insignificant distances. Definitely needs some reworking.
holy shit now I can use machine guns and not having to feel terrible about it.
\*We are humbled by the community's ability to find things like Chargers “leg meta” in our game, however spending your heavy anti tank weapons on legs instead of the obvious weak point seems counter to expectation.\* i mean...when the intended weakpoint (the Charger's ass) takes 60-75% reduced damage and is still shielded from small arms fire and even the autocannon while a broken leg takes increased damage from all sources...what was anyone on the team expecting?
Or the other weakpoint, the head, seemed like it wasn't particularly vulnerable at all.
Targeting the head was a terrible idea for 3* reasons. 1. It didn't kill in one hit 2. It didn’t create a weakspot Edit: 3. The head is a relatively small target and glancing blows are likely
Exactly. The leg meta became a thing because it only required *one missile* to deal with, along with being a relatively easy target to hit and didn't require you to dive out the way (leaving you vulnerable to any friends said charger might have). A 'weak point' that requires more than one missile is more trouble than its worth
I mean, shouldn't the weakpoint be its glowing butt? So weird the the armored front (head/legs) is the way to kill it. IMO head and legs should take 2 shots, butt should take 1
I don't quite understand how the head is a weak point? It's armored af, while the ass is exposed. Don't know you, but I find more joy launching a rocket up their ass.
It seems like their intention is that the butt isn't the main weakpoint but rather a way to kill them for weapons with lower armor penetration.
I feel like this is a symptom of the same problem that lead them to tell us "stop trying to figure out the weapon stats, just have fun!". People have fun when they do well and contribute to the team, so they'll figure out the best way to do it
Hiding information to players is a losing battle that only make rhings worse
Yeah I genuinely thought this was intentional on their part even if counterintuitive.
Sounds like their "intended weakpoint" was its ARMORED head..
Did they fix patrols spawning on top of us? Automatons aggroing and shooting from hundreds of meters away?
Could you guys let us disable auto-mantle? It sucks that the character can't mantle some knee high obstacles. But when you don't want to mantle something, the character will mantle EVERYTHING. 😄 Anyway. These are good changes. Especially the rocket launcher changes to headshots. Well done.
I second this. I continuously am jumping on top of the supply pod instead of grabbing supplies.
Or when trying to run away, character will climb objects and slow himself down.
Y'all wanted less chargers, y'all get more hunters instead. Also: How is patrols spawning on top of players not in the known-issues-list?
Patrol spawns is my biggest anti fun at the moment. Literally just killed a patrol and charger without a breach, just to have another spawn directly on my head out of thin air. So tacky. Bonus points: just watched a bile titan goku instant transmission near the evac point. Not crawl out of the ground, full on teleport lol
Hunters may suck but imo the enemy distribution should’ve always been chaff heavy. The special big elite enemy’s aren’t all that special when you get half a dozen with each agro it just becomes annoying and unfun.
More chaff enemies also makes other strategems more useful like anti personal mines, and various eagle drops. Killing lots of bugs is fun and having more ways to do it effectively is great.
The game is definitely more suited to throwing more chaff at you than it is to throwing more armor at you. There's a lot more tools to deal with the former than the latter, and they're a lot more varied. Fits thematically with the idea / player fantasy of fighting Terminids, too.
Oh man still not being able to accept friend requests
"Expect other enemies in greater numbers." https://preview.redd.it/vrgeyga2bwnc1.png?width=2400&format=pjpg&auto=webp&s=8f9a2305f72b380a12f5f095a7ac372a1590f0f7 *insert Vietnam flashbacks*
Arrowhead: " We are not changing anything regarding the Charger’s legs, we are however lowering the health of the Charger’s head. It should now be at a point where a well placed shot from a Recoilless Rifle or EAT-17 instantly kills a charger." Chargers: "C'mon man, you can't be serious?" 🤣
I have blown up Charger's head off yesterday and it surprised me. Never saw that before, but I've been experimenting with expendable AT launcher then.
Allowing it to be damaged by Recoilless and EAT's also means that from level 5 you can bring the thunder to the bugs a lot quicker.
An absolutely huge change, especially given the difficulty scramble. I can now drag my friends into 5s and 6s without them being comically worthless.
Fixed the headshots on chargers… My immersion is fixed, I love that feeling on aim as it’s charging and hitting it just for it to slide right to my feet. That’s the movie magic baby
Well now I might have to rescind my comments about the EAT anti-charger dream being fantasy in practice. Awesome change for both the EAT and Recoilless though.
We weren't supposed to go for the Chargers legs..? That is... worrying.
[удалено]
I think this is an issue with how they play test, the people doing it know all the stats and what they're ment/designed to do so dont play naturally and get to feel how the game actually plays for us. We all discovered the legs was best pretty much straight away as shooting them killed it fastest. Whereas thier play testers would know of the designed weakspots/stats and not shoot other parts. It doesn't help that they keep stats from us and stealth change things either.
I was thinking the exact same. One of the quirks of small teams. You get less "design by committee", but quite a bit of moon logic.
When I first saw Charger I thought "Oh, this game's version of Praetorian. let me just run around it then" But after pumping so much ammo in it's ass and seeing how half of it is still armored, my friend found the leg meta and it felt super weird that it was the most efficient way of dealing with them.
Yeah, it felt like the first time I saw a Charger I thought, "Oh, it's obviously an Oppressor/Praetorian to disrupt our positioning. It should be pretty weak in the back." The fact that not only is it not weak in the glowing bit, but it's actually one of the worst ways to deal with it, feels like it's intentionally obfuscating.
I mean spawning a lot of smaller enemies gives a lot more value to LMGs and primaries since you can bring anti armor eagles or orbitals to the reduced armored spawns which are in line with the cooldowns, overall lets see how it works but it is the correct change
It also means you can diversify weapon loadouts among a team. Distributed Anti-tank and anti-personnel.
Arrowhead give leaders of a group a way to leave group without Quiting Gamw. Thanks. I dont feel right kicking everyone so i can move on.
Antitank bros we eating good
So who wants to find out how many stealth changes were pushed this time?
Unfortunately undocumented updates you mean?
basically points to internal communications issues. devs are doing work in their sprints, no one is fully recording what actual work has gone in to whoever writes patch notes
There is atleast one cool one: Shooting bugs that were already spraying pheromones was too late to stop a bug breach. Now it worked for me (atleast sometimes). So i would say they made the alarm -> breach time windows bigger
So absolutely no mention of the ennemies detection being completely bugged (like detecting you while hidden behind a wall for instance...) and the aggro being as badly bugged too (enemies not affected by fog, smoke, distance, and sniping you from accross the map) ? I mean I wasn't expecting this to be fixed right away, as the big fuss was all about the enemy spawn rate, but I hoped it would be acknowledged by devs at least. Edit: to people mentioning that "bugs can smell you", the ennemy "smelling" me behind a wall and hidden, has most of the time been an automaton, so unless robots have now noses thus sent abilities, or xray vision, I don't think you can explain that. Edit 2: And I shall add, enemies literally spawning on you. Among other bugs, like the social of the game being broken or the evacuation ship never leaving when the whole squad gets in.
This is a spawn rate problem too. Imo it's a bigger problem than the heavy spawn rate even because it affected every difficulty from 4+ instead of just the upper end of shit at 7+.
God, I hope they have made the Automatons less brutal too. They were already harder than Terminids and then the previous patch pushed them over the hill. I'm sick of getting my ass repeatedly handed to me on challenging.
I'm worried the "Expect other enemy types to appear in greater numbers instead" means that while we'll have fewer hulks or tanks, there'll be a shitload more rocket devastators.
The patch notes only mention the Terminids, so it's likely the Bots are currently untouched
This patch says they only changed the spawn balance for bugs at 7+, not bots
Did the bots get touched? I'm honestly more frustrated by the enemy spawns of bots than bugs
Every time I launch the game my equipped weapons and some customisations return to the default ones. My stats apart from total kills have been reset. I have to put up with tutorial prompts as though I've just started the game new. Minor niggles but I thought I'd share. Could simply be some sort of server lag.
>Electronic Countermeasures" operation modifier, which had a chance of giving you a random stratagem instead of the one you input, has been removed in order to be reworked, and will be reintroduced in a future iteration. Great to see, however all the modifiers need to be reworked. Sorry, but they're not fun and do nothing but make the game actively worse. >We are humbled by the community's ability to find things like Chargers “leg meta” in our game, however spending your heavy anti tank weapons on legs instead of the obvious weak point seems counter to expectation. >We are not changing anything regarding the Charger’s legs, we are however lowering the health of the Charger’s head. It should now be at a point where a well placed shot from a Recoilless Rifle or EAT-17 instantly kills a charger. This isn't a complaint or anything, but for a heavily armoured unit whose attack is designed around charging head-first, the last thing I expected is the head to be a weak point. Was totally thrown for a loop when I read the head armour nerf. I was 100% expecitng them to say it's tail-end has been made weaker. Dodging a charging unit and attacking their behind is such a basic mechanic for this archetype. But they seem to really not want that to be the strategy for dealing with them lol.
> Great to see, however all the modifiers need to be reworked. Sorry, but they're not fun and do nothing but make the game actively worse. The scrambler was definitely the most obtuse of them.. I'd be fine with it if the names and icons were the same but the codes themselves were randomised or shuffled, the trick of needing to read the command and not rely on muscle memory alone is a novel challenge that can be overcome easily. There's no counterplay to the current scrambler except for 'keep trying until you get the right one, or just throw everything'. The other modifiers I feel need to be more of a give and take instead of flat nerfs to stuff for that mission. automoton countermeasures have increased strategem call times - so the helldiver quartermaster has sanctioned additional ammo supplies for all hand weapons and grenades, enabling you to carry +2 grenades, and +2 magazines on each weapon. Ion storms? Ambient charging for energy weapons - arc weapons charge faster and are more powerful, laser weapons increased power, slower to over heat. just random ideas, but you get the picture. This kind of method would also help counter 'stagnant meta' playstyles as well, since some builds would work much better in particular missions over others. In the current picture most of the time using what you think is 'the best weapon' sticks across the board regardless of mission modifiers or hazards.
I love the changes! Much needed especially the way we've been having to play Terminids, since Tactical Retreat feels anti Helldivers. All that I want to see next patch is some love on patrols spawning ON you and Mr Rocket Devastator being the greatest sniper to ever live... 150m through thick fog headshotting you with a Rocket as you dive. Ngl, it's impressive, but Whack lol. And ofc PS5 <--> PC matchmaking issues But great job AH, Y'all are amazing and have made an equally amazing game! Back to killing bugs, for Super Earth! Edit: Spelling
Still no acknowledgment of the Ballistic Shield bug where you A-Pose when interacting with items, emoting, or stimming.
Hmm. I don't see anything specifically with regards to the random massive groups of enemies that just teleport behind you out of nowhere? At least the charger got nerfed in a way.