Update log
Full HELLDIVERS™ 2 update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Performance
- Balance
- Gameplay
Freedom's greetings, Helldivers! Release Captain Morris coming to you this democratic Thursday with an update from High Command.
This update focuses on what matters most right now: making HELLDIVERS 2 feel better to play.
We’ve overhauled how we approach patching to better target the pain points you’ve shared with us. That means more focus on stability, balance, and the issues that affect your experience the most.
Over 200 bugs have been fixed, along with key balance updates and quality-of-life improvements. (For a deeper look, check out Lennart and Niklas’ video breakdown.)
While new features are coming, this patch marks a big step forward: both in the game itself and in how we work to improve it. More refinements are already underway.
⚖️ Balancing
General changes
Primaries, Sidearms, Throwables, and Stratagems
Improvements have been made to increase the overall effectiveness of primary weapons, sidearms, throwables, and stratagems
Light vs. Medium Penetration Weapons
Light and medium penetration weapons now offer more distinct advantages.
Light penetration weapons generally deal a higher percentage of their total damage against durable enemies, differentiating them more clearly from medium penetration options
SMGs and Pistols
SMGs and pistols have been adjusted to emphasize their role as close-quarters weapons. Close-range damage has been increased, and damage falloff has been increased to reinforce their short-range combat identity
Melee Weapons and Throwables
Melee weapons and throwables have been improved to make each feel more impactful and unique in their function
Resupply Rack
The resupply rack is not climbable anymore
Primary weapons
SG-8P Punisher Plasma
Damage projectile decreased from 100 to 0
Damage explosion increased from 150 to 225
SG-8S Slugger
Damage increased from 280 to 330
Durable damage increased from 75 to 90
AR-23 Liberator
Damage increased from 80 to 90
Durable damage increased from 15 to 22
AR-23A Liberator Carbine
Damage increased from 80 to 90
Durable damage increased from 15 to 22
AR-23P Liberator Penetrator
Damage increased from 60 to 65
AR-23C Liberator Concussive
Damage increased from 65 to 75
Durable damage increased from 30 to 35
AR-61 Tenderizer
Durable damage increased from 22 to 30
AR-32 Pacifier
Damage increased from 50 to 55
Stun value per projectile increased from 1.5 to 2
SMG-37 Defender
Damage increased from 80 to 100
Durable damage increased from 8 to 18
Drag increased from 0.6 to 1.2
MP-98 Knight
Damage increased from 70 to 90
Durable damage increased from 7 to 18
Drag increased from 0.6 to 1.2
SMG-32 Reprimand
Damage increased from 125 to 135
Drag increased from 0.6 to 1.2
SMG-72 Pummeler
Damage increased from 70 to 85
Durable damage increased from 7 to 18
Stun value per projectile increased from 1.5 to 2
Drag increased from 0.6 to 1.2
LAS-16 Sickle
Damage increased from 55 to 60
Durable damage increased from 5 to 6
MA5C Assault Rifle
Damage increased from 80 to 90
M7S SMG
Damage increased from 70 to 80
Durable damage increased from 7 to 16
Drag increased from from 0.6 to 1.2
StA-11 SMG
Damage increased from 70 to 90
Durable damage increased from 7 to 18
Drag increased from 0.6 to 1.2
PLAS-39 Accelerator Rifle
Extra spare magazines increased from 8 to 12
Ergonomics increased from 40 to 60
Sidearm weapons
CQC-2 Saber
Damage increased from 110 to 125
Durable damage increased from 55 to 65
CQC-5 Combat Hatchet
Damage increased from 110 to 160
Durable damage
Source
