Helldivers 2

Helldivers 2 Dev Tracker




02 Apr

Good day Helldivers!
Today we have a slightly bigger update for you all to assist in the liberation efforts of our galaxy as well as some new environmental threats to watch out for.
May Liberty guide your path.

Overview

This update includes:
-Balance changes to missions, stratagems, weapons, enemies and Helldivers.
-General fixes and stability improvements.
- Increased Level Cap [EDIT]


Gameplay

Planetary Hazard additions
  • Blizzards
  • Sandstorms

Increased level cap
  • Level cap has been increased from 50 to 150

Balancing

Missions
Retrieve Essential Personnel

  • Moved the enemy spawn points further away from the objective to give players a fairer chance of defending the location.
  • There are fewer civilians required to complete the miss...
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Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

26 Mar

Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.
Hello all! Small fix coming in today!

Overview
Whats been done in this patch.
  • Fixes to the Arc based weapons

Fixes
Game no longer freezes when firing arcs from the following weapons and stratagems
  • Arc Thrower
  • Arc Shotgun
  • Tesla Tower


20 Mar

Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.
Good day fellow Helldivers! Piping hot patch notes straight from the oven arriving.

Overview
For this patch, we have implemented:
  • Fixes to the EXO-45 Patriot exosuit, game stats, UI, and general stability.
  • Balance improvements for planetary hazards and patrol spawns.

Balancing
  • Balanced and adjusted spawn rates for the various planet hazards including tremors, meteor showers, volcanic activity, fire tornados, and ion storms. Hazards should now spawn less frequently during missions.
  • Meteor Shower has received the following changes in addition to reduced spawn rate:
  • Reduced explosion radius
  • Reduced meteor damage slightly
  • Reduced meteor velocity slightly
  • Meteor color has been changed slightly to try and make it easier to spot.

  • Volcanic Activi...
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12 Mar

Good day citizens of Super Earth. A new patch to aid you in your efforts is coming in. May Super Earth give you courage

Overview
Today's patch is dealing with the spawn rate of heavily armored Terminid enemies as well as the possible play against them. It also contains some fixes to UI elements and crash fixes.

Balancing
Enemies:
  • The amount of heavily armored targets that spawn on higher difficulties, especially for Terminids, have been a big discussion point online and internally. The intent is for groups to have to bring some form of anti-tank capability but not to the degree previously needed.
  • To that end we have reduced the spawn rate of Chargers and Bile Titans on difficulties 7 and up. In addition we have reduced the risk of spawn spikes of Chargers and Bile Titans.
  • Please note that we have changed the distribution of enemy types, not reduced difficulty. Expect other enemy types to...
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Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

07 Mar

Post
    PS_6 on Steam - Thread - Direct

HELLDIVERS™ get the Cutting Edge advantage on the battlefield!
Greetings, fearless heroes of galactic democracy!

Steel yourself for the next big push against the disgraceful enemies of freedom with our brand-new Warbond – Cutting Edge!

Packed with high-voltage vibes, Cutting Edge gives you the chance to enhance your loadout of liberty with ultra-futuristic armour, guns that spit lightning, super stylish capes and epic emotes.

Super Earth R&D Experiments

Helldivers… we need your help. The brainiacs in Super Earth Research & Development have some cool experimental armour ready to be field-tested. This is where you come in, you’re just the right people for the job.

THE EX SERIES PROTOTYPES

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Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.
Comment

Originally posted by dr_jiang

The developer in question is u/AHGS_Fredrik_E. You can find the quotes in their post history, assuming they aren't deleted. Others, I found through threads, like this one.

I haven't deleted anything, it's all there to see.

Comment

That was me.

I went a little far with the trolling, but what I said is said.

I'm sorry if people took offence to it, I'm not going to engage with the community anymore, since as many people have pointed out; we have a community team that should handle that. I figured I'd have a little fun with the players, but I realize being a dev I'm in an unfair position.

Maybe this isn't going to mend anything with you, but atleast I feel I should own up to it and apologize. I'm sorry.


06 Mar

Comment

Originally posted by itsmehonest

You worry about overbuffed items? Please for the love of Democracy Don't neef more until all primaries are buffed. This clearly isn't a super popular bance/patch

Unsafe mode is great, but when you have a BT and 3 chargers and hunters in your butt that you're trying to dodge, an explosion becomes way too likely

The way to stop things being auto picks was to make everything else way more appealing... plus the shield was nessecary due to the armour issue

There shouldn't be any more need for more nerfs with the primaries as far as I'm concerned.

Comment

Originally posted by itsmehonest

So does that not tell you that the other primaries simply aren't good enough given that's what most people have said?

Energy shield gets his through by the small hunters constantly and the railgun is the only thing that let's you continue moving while being chased by multiple bile Titans and chargers that never run out of stamina.. recoiless etc. Simply are not viable because you can't reload, you will just get knocked over constantly unfortunately

We will see what happens, our first priority was bringing things in line. Then we can see if things needs to come up in general. People are still successful on helldive even with other weapons, it is just a lot easier with the mentioned items. I currently worry a little about the flamer and orbitals being overbuffed, but we will see.
Overall we're not so worried about stratagems being strong, it's just that the railgun and energy shield really didn't have a downside, so the other stratagems just pale in comparison. The railgun can still do mostly the same as before, but only on unsafe mode. And the shield will save you from one big hit and some small hits, but it won't start recovering immediately. So they should still be good, we just hope they stop being autopicks.

Comment

Originally posted by zxosz

honestly why wasnt usage data used, nerfing had no business happening when more than half the guns are not used because they hit like a wet overcooked noodle outside of a 1 shotgun.

We can still get an average of kills per mission no matter how many uses them, people do still use the other weapons after all.

Comment

Originally posted by throwaway2048675309

but you really touched off

because I said "Boo. Bad take"? Or because I dared to ask you what is viable against chargers?

I didn't start getting snippy with you until your asinine comment about "skill issue"

I didn't see your comment about what is viable against the chargers, but it wasn't only your comment that got me trolling I realize. However you started commenting on a lot of things, so you stuck out.

I do still stand by what I said, if you can't make it work where other people can, then that would be the definition of a skill issue.

To answer what is viable against chargers; the legs and butt are weak points, it won't be as fast, but you have options other than the railgun. It isn't supposed to be easy to deal with them, but the railgun might've given off that impression. Try things and see what works.

Comment

Originally posted by itsmehonest

Wasn't the breaker was supposedly not overrepresented?

Settled in what sense sorry? There have been a ton of posts wanting weapons being brought up to the breaker/railgun status for the past month

I get you want the higher difficulties to be challenging, but they weren't trivial to begin with given you always end up with bile Titans and chargers being able to catch up to you constantly, and now the railgun is nerfed.. like damn that goes from fun to annoying fast when you get ganked by heavies non stop with the only mobile counter being nerfed lol

The Breaker wasn't overrepresented when looking at successful extractions at higher difficulty, but the average killcount per mission was a fair bit higher with the breaker compared to all the other weapons, which was mostly on the level. The primaries don't exactly have a huge footprint on the higher difficulties, it was mostly the railgun and energy shield that trivialized things.

Comment

Originally posted by driellma

Well, this is the general sentiment a lot of people seem to have at the moment. Sure i'm not speaking for the whole playerbase, but i feel like i'm not alone.

Also, i understand what you mean, like Helldivers 1, there's no real vertical progression, and this is fine. But in Helldivers 1, most guns felt satisfying to use, in one way or another. Sure, it was a mechanically simpler game, but still.

Helldivers, despite the unique gameplay, is still a shooter at its core. Shooting your weapon should feel cool and satisfying, once again. A good half of the weapons honestly don't feel like that right now, and i don't think you need player numbers to understand why, with most of them.

Also, understand that me and many others, we seem angry, but not because we hate the game, but because we love it and we are concerned about his future. And i sure don't see myself playing a game where every warbond will bring more weapons that feel alright to use in the best case.

...

Don't worry, there are a lot of very vocal people with strong opinions, that's a good thing because that means people actually care.

We are looking into what we can do to make the weapons feel better besides just changing stats. Animation, sound and vfx etc. are levers we can use that doesn't affect balance, but that is harder to swing with a schedule full of other things.

Tweaking the numbers to get the guns into line was the priority here, but we'll keep an eye on the community, we just want the game to mature a bit before we start turning the big knobs.

Comment

Originally posted by throwaway2048675309

this isn't a throwaway. Just because it has throwaway in the name doesn't mean it's a throwaway. I post on it all the time, check my history, ya goof.

Most people I've interacted with here is very understanding and polite once I've made my case, but you really touched off and that just made it a little too tempting to mess around.

We want to get things in line, and for players to have a little more than four weeks on the game before we start making huge changes. We'll buff things it turns out our line of reasoning doesn't work.

Comment

Originally posted by driellma

I've seen in the leaks what kind of new weapons we can hope for. Right now, all the weapons in the steeled veterans straight up feel like ass to use, one way or another. Dominator COULD probably be good but it handles like dogshit.

The shotguns got a nice buff with the ammo, thats good. Pray'n'spray is still not good, not totally useless, but not good. The base liberator feels just ok i guess. Weird that the defender has better stats, but it handles worse and is tricky to use at distance, but i guess it's balanced, not complaining about this one.

Liberator penetrator straight up feels like ass to use, you got pen but the damage and ammo pool really isn't there to make up for it. The default handgun is useless because there's a straight upgrade right after. The senator COULD be good but the sight/handling is turbo crap and the reload takes 6 years. Johan said it himself, it's not very good.

Diligence is alright i guess ? The counter sniper model is somehow a ...

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Related to your points, it's really hard to balance something based on subjective opinion. We're mostly looking at what is overrepresented at the moment, seeing how weapons perform next to one another, because people like things for som many different reasons. We started with adjusting the things that are under/overrepresented first. And once the players settle into some sort of groove we'll look at bigger changes. It's far to early to make large sweeping changes, so it makes more sense to just bring the outliers into line.

We expected that people wouldn't be too keen on progression not actually changing the power curve, but we wanted you to have something to work towards, without invalidating the starting equipment. It's a different way to do things is all I can say.