The promised 60-day patch has finally arrived and the patch notes for it are just as long as expected. Players have been expecting a lot of changes. For instance, Helldivers 2 COO Pilestedt confirmed they were “looking at the Jump Pack next patch.” Even more changes are expected and Arrowhead definitely delivered. Let’s break down the notes and see what has changed in the latest Helldivers 2 patch 1.001.104.
Helldivers 2 update 1.001.104 patch notes
The newest update for Helldivers 2 offers changes to weapons for better balancing, gameplay changes, and additional bug fixes. Don’t worry, the Jump Pack did make it into the latest update.
Balancing
General Changes
- Additional Supply Items are now visible on the minimap
- Removed ricochets from Orbital Stratagem projectiles, Eagle-1 bombs and FAF-14 Spear missiles
- Helldiver armor tweaks, both Heavy and Light armor are now more effective
- Heavy armor reduces damage taken by 25%, up from 20%
- Light armor increases damage taken by 25%, down from 33%
- Stratagems and Weapon tag description updates, they now show more information and are also categorized
Primary Weapons
- Plasma projectile behavior
- We’ve standardized the behavior of Plasma projectiles, which previously had varying characteristics in how they traveled through the air. Now, all Plasma projectiles experience high drag, causing them to slow down faster. However, each plasma weapon still fires projectiles at different speeds and calibers, so their effective ranges will remain distinct. For most weapons, this change won’t be very noticeable.
- With the SG-8P Punisher Plasma you’ll see a less pronounced arc in its projectile path. Instead, it will start off faster and lose speed more rapidly, keeping its effective range about the same.
- PLAS-101 Purifier
- Minimum charge of 0.1 sec gives a 50% damage multiplier
- Maximum charge of 1 sec gives a 100% damage multiplier
- Maximum charge projectile damage increased from 100 to 200
- Maximum charge projectile durable damage increased from 50 to 100
- Maximum charge explosion damage increased from 150 to 300
- The explosion doesn’t scale, but a fully charged shot has a different explosion effect:
- Minimum charge (0.1–0.99 sec): Inner radius 1m, outer radius 2m, explosion damage 75
- Maximum charge (1 sec): Inner radius 2.9m, outer radius 3m, explosion damage 300
- PLAS-1 Scorcher
- New weapon function: Auto fire mode
- Fire rate increased from 250 to 350
- Magazine capacity increased from 15 to 20
- Spare magazines decreased from 6 to 5
- SG-8P Punisher Plasma
- Reduced recoil
- Fire rate increased from 80 to 100
- AR-23 Liberator
- Horizontal recoil reduced by 30%
- AR-23P Liberator Penetrator
- Horizontal recoil reduced by 30%
- Increased magazine capacity from 30 to 45
- Spare magazines decreased from 10 to 7
- AR-23A Liberator Carbine
- Horizontal recoil reduced by 30%
- Ergonomics increased from 65 to 70
- Reload duration decreased from 3 to 2.5 sec
- BR-14 Adjudicator
- Horizontal recoil reduced by 30%
- Projectile damage increased from 80 to 90
- Projectile durable damage increased from 16 to 23
- Magazine capacity increased from 25 to 30
- AR-61 Tenderizer
- New weapon function: 600/850 RPM
- JAR-5 Dominator
- Moved from the Explosive weapon category to the Special weapon category
Sidearms
- P-113 Verdict
- Armor penetration increased from 2 to 3
- Projectile durable damage increased from 13 to 32
- Stagger strength increased from 13 to 15
- P-4 Senator
- Armor penetration increased from 3 to 4
- Projectile damage increased from 175 to 200
- Projectile durable damage increased from 35 to 70
- P-11 Stim Pistol
- Spread decreased from 30 to 5
- Muzzle velocity increased from 80 to 200
Throwables
- K-2 Throwing Knives
- Uses increased from 8 to 20
- G-12 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
- Flak projectiles are proximity-triggered shrapnel explosions with a larger explosion radius
- GR-8 Recoilless Rifle
- High Explosive rounds have a larger explosion radius, deal more explosion damage, less projectile damage and are less effective against tanks
- RL-77 Airburst Rocket Launcher
- Reload duration reduced from 7 to 5 sec
- M-105 LMG Stalwart
- Ergonomics increased from 25 to 40
- MG-43 Machine Gun
- Magazine capacity increased from 150 to 175
- Starting spare magazines increased from 1 to 2
- MG-206 Heavy Machine Gun
- Magazine capacity increased from 75 to 100
Backpacks
- LIFT-850 Jump Pack
- Cooldown reduced from 20 to 15 sec
- Stronger thrust force
- Thrust vector has been tweaked. Will have a slightly higher jump and more forward momentum
- AX/AR “Guard Dog”
- Switch from AR-23 Liberator rounds to AR-23P Liberator Penetrator rounds.
- Armor penetration increased from 2 to 3
- Damage decreased from 70 to 60
- Magazine capacity increased from 30 to 45
Stratagems
- Eagle Strafing Run
- Explosion radius slightly increased
- Explosion damage increased from 250 to 350
- Orbital Airburst Strike
- Salvoes increased from 3 to 4
- Duration between salvoes increased from 3 to 4 sec
- A/MG-43 Machine Gun Sentry
- Magazine capacity increased from 125 to 175
- Cooldown reduced from 120 to 90 sec
- Life time reduced from 180 to 150 sec
- A/G-16 Gatling Sentry
- Magazine capacity increased from 400 to 500
- Cooldown reduced from 180 to 150 sec
- Life time reduced from 180 to 150 sec
- A/MLS-4X Rocket Sentry
- Cooldown reduced from 180 to 150 sec
- Life time reduced from 180 to 150 sec
- A/AC-8 Autocannon Sentry
- Cooldown reduced from 180 to 150 sec
- Life time reduced from 180 to 150 sec
- MD-17 Anti-Tank Mines
- The mines are now only triggered by heavier enemies like Chargers, Bile Titans, Impalers, Hulks
- Damage increased from 800 to 2000
- Explosion radius decreased
- A/ARC-3 Tesla Tower
- Reduced charge-up shots cooldown from 3 to 1 sec
- Cooldown reduced from 150 to 120 sec
- Lifetime reduced from 180 to 150 sec
- FX-12 Shield Generator
- Removed charge delay between damage taken
- Increased charge rate from 300 to 400 health/sec
- Radius increased from 8 to 15m
- Once the shield is down, it will no longer regenerate
Gameplay
Patrol Spawning
- Previously, once the mission was completed but before extraction, we significantly increased patrol spawns across the entire map. Now,
the increased patrol spawns are concentrated around the extraction site, with more patrols appearing the closer you are to it. This change should make patrol spawning feel more logical and reduce the penalty for players who complete the mission but still want to explore the map or collect samples. Please let us know if you still experience issues with the patrol spawning!
Terminids
- Bile Spewers
- Legs health reduced from 300 to 200
- Nursing Spewers
- Legs health reduced from 300 to 200
- Hunters
- Have a short shared area cooldown for their pounce ability
- Can now totally blow up if affected with enough damage
- Scavengers
- Can blow up if affected with enough damage
Automatons
- Automaton Targeting
- Some enemies were able to shoot at you without needing proper line of sight, which caused them to fire into or through walls, track you even when hidden, and ignore smoke effects. We’ve addressed these issues, so now you should be able to use stealth more effectively against the Automatons, and they won’t be able to shoot through walls or see you when they shouldn’t. Please let us know if you still encounter issues like these!
- Automaton Projectiles
- Normal small projectiles damage reduced from 40 to 35, used by enemies like the Devastators, Emplacements and Conscripts
- Heavy projectiles damage reduced from 65 to 60, used by enemies like the Heavy Emplacements and Scout Striders
- Hulk Bruiser
- In response to their disapproval of a newly installed cannon on the Automaton Hulk Bruisers, Super Earth High Command sent a crack commando to sabotage their production facilities. The skilled operative promptly escaped into the shadows after completing their mission. Today, still wanted by the Automatons, they survive as a soldier of fortune. If you have a problem, if no one else can help, and if you can find them, maybe you can enlist… John Helldiver
- As a result the Automatons had to revert back to using rocket launchers for their Hulk Bruisers
- All Devastators
- Head armor decreased from 2 to 1
- Head health increased from 100 to 110
- Berserkers
- Head health decreased from 125 to 110
- Heavy Devastators
- The pause between their salvoes has been slightly increased, providing Helldivers with a better opportunity to counterattack
- All Tanks
- Front armor reduced from 6 to 5, our previous tweak didn’t have the intended effect on gameplay that we expected so we’ve reverted this back
- The rear weak spots of the Tank’s body now have their own health pool, which matches the Tank’s previous total health. Once this health pool is depleted, the Tank will be destroyed. Additionally, these weak spots also deal 150% damage to the Tank’s main health
- Annihilator Tank Turrets & Shredder Tank Turrets
- The rear weak spots of the Tank’s body now have their own health pool, which matches the Tank’s previous total health. Once this health pool is depleted, the Tank will be destroyed. Additionally, these weak spots also deal 200% damage to the Tank’s main health
- Barrager Tank Turrets
- The Turret is now destroyed if the Tank body is destroyed
Fixes
- Resolved Top Priority Issues
- Not enough enemies spawn to complete Eradicate missions
- Some enemies were able to shoot at you without needing proper line of sight, which caused them to fire into or through walls, track you even when hidden, and ignore smoke effects
- Patrol Spawning should now feel more logical and reduce the penalty for players who complete the mission but still want to explore the map or collect samples
- Crash Fixes and Soft-Locks
- Fixed crash that could occur when getting knock backed while wearing the energy shield backpack
- Fixed potential crash when a peer leaves with unique armor customization
- Various crash fixes
- Miscellaneous Fixes
- Fixed bug where helldivers wearing heavy armors would be immune to gas status effect
- General Brasch returns from holiday retreat in foggy hillside town