Update log
Full HELLDIVERS™ 2 update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Balance
- Workshop
- Gameplay
- Fixes
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.
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
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