Players have been complaining about the weapons in Helldivers 2 for a while. With that being said, the team at Arrowhead has finally given most of the weapons in Helldivers 2 the buff they deserve. Leading up to the release of this update, the team has been sharing information about some of the buffs the weapons are getting. Earlier, they shared patch information for the Arc Thrower. Before that, they listed bonuses for the Railgun and even the Breaker. Now, we finally have all the patch notes for update 1.001.100 for Helldivers 2. Has your favorite weapon just gotten a major buff? Check out the patch notes and see.
Helldivers 2 Update 1.001.100 patch notes – Weapons
Arrowhead shared the patch notes for update 1.001.100 on both the official Helldivers 2 X page and the official Helldivers 2 Discord server. Let’s break down all of these patch notes and see what bonuses the team has added.
Primary Weapon Changes
- Liberator & Liberator Carbine
- Damage is increased from 60 to 70
- Durable damage increased from 14 to 17
- Stagger force increased from 10 to 15
- Max spare magazines increased from 7 to 8
- Starting spare magazines increased from 5 to 6
- Knight
- Damage is increased from 50 to 65
- Durable damage increased from 5 to 7
- Magazines now fully refill when picking up resupply
- Reduced recoil
- Liberator Concussive
- Now comes with a drum magazine which holds 60 rounds
- Number of mags reduced from 10 to 6
- The number of mags have been reduced due to larger magazine capacity
- Tenderizer
- Number of rounds in its magazine increased from 30 to 35
- Starting magazines increased from 4 to 5
- Breaker
- Now comes with an extended magazine which holds 16 shells
- Stagger force increased from 10 to 15
- Spray and Pray
- Now has a duckbill muzzle making its spread very horizontal but less vertical
- Total Damage increased from 192 to 240
- Scythe
- Cooldown is faster
- Adjustments to the heat VFX
- Scope changed to a low powered scope
- Removed recoil
- Sets enemies on fire faster
- Crossbow
- Explosion radius increased by 50%
- Explosion damage increased from 150 to 350
- Eruptor
- Shrapnel projectiles amount are set to 30
- Shrapnel damage is set to 110
- Explosion damage decreased from 340 to 225
- Shrapnel is back! We heard your feedback and re-introduced the shrapnel. We have replaced the original shrapnel with the Frag Grenade shrapnel to no longer instantly one-shot Helldivers with the exception of the occasional unlucky headshot. We also increased the amount of shrapnel
- Explosion radius increased by 33% (17% for inner radius and 50% for outer radius)
- Defender
- Damage increased from 70 to 75
- Durable damage increased from 7 to 8
- Liberator Penetrator
- Damage increased from 45 to 60
- Diligence
- Damage increased from 125 to 165
- Durable damage increased from 32 to 42
- Counter Sniper
- Damage increased from 140 to 200
- Durable damage increased from 14 to 50
- Stagger force increased from 15 to 20
- Blitzer
- Now has a weak stun effect that builds up per shot on its targets
- Torcher
- Damage increased by 50%
- Flamer mechanics reverted to before the Escalation of Freedom update
- Increased AP from 3 to 4
Sidearm Weapon Changes
- Peacemaker
- Increased max spare magazines from 5 to 6
- Dagger
- Gains heat more slowly
- Removed recoil
- Damage increased from 200 to 250
- Sets enemies on fire faster
- Adjustments to the heat VFX
- Crisper
- Damage increased by 50%
- Flamer mechanics reverted to before the Escalation of Freedom update
- Increased AP from 3 to 4
Support Weapon Changes
Dedicated anti-tank weapons like the Recoilless Rifle, Quasar, Commando, Expendable Anti-Tank, SPEAR, and Patriot Exosuit rockets have all received significant damage boosts to enhance their effectiveness.
- Grenade Launcher
- Starting spare magazines increased from 1 to 2
- Max spare magazines increased from 2 to 3
- Explosion radius slightly increased
- Laser Cannon
- Cooldown is slightly faster
- Removed recoil
- Sets enemies on fire faster
- Can now damage heavier enemies like Chargers, Bile Titans, Impalers, Hulks
- Adjustments to the heat VFX
- Arc Thrower
- Range increased from 35 to 55
- Now has a moderate stun effect that builds up on its targets
- Jumps additional times
- Durable damage increased from 50 to 100
- Railgun
- Durable damage increased from 60 to 225
- Fully overcharging damage increased from 150% to 250%
- Stalwart
- Damage is increased from 60 to 70
- Durable damage increased from 14 to 17
- Stagger force increased from 10 to 15
- Machine Gun
- Stagger force increased from 15 to 20
- Anti-Material Rifle
- Durable damage increased from 135 to 180
- Can now damage heavier enemies like Chargers, Bile Titans, Impalers, Hulks
- Stagger force increased from 20 to 25
- Heavy Machine Gun
- Stagger force increased from 20 to 25
- Can now damage heavier enemies like Chargers, Bile Titans, Impalers, Hulks
- Commando
- Demolition strength against structures has been reduced; it can no longer destroy Automaton Fabricators in a single shot. However, since the fabricators now have health, it can still take them out with two shots
- Flamethrower
- Damage increased by 33%
- Flamer mechanics reverted to before the Escalation of Freedom update
- Increased armor penetration from 3 to 4
- Can now damage heavier enemies like Chargers, Bile Titans, Impalers, Hulks
- Autocannon
- Can now damage heavier enemies like Chargers, Bile Titans, Impalers, Hulks
Grenade Changes
- Frag Grenade
- Shrapnel damage increased by roughly 50%
- Max amount increased from 4 to 5
- Refill increased from 2 to 3
- Explosion radius increased
- Thermite Grenade
- Explosion damage increased from 100 to 2000
- Shorter time until it ignites the thermite
- Time until it explodes slightly reduced
- Max number decreased from 4 to 3
Helldivers 2 Update 1.001.100 patch notes – Gameplay
General Gameplay Changes
- New Galactic War feature
- The Galactic War map can now display the location of strategically important assets. This will make it much easier for the Helldivers to take them into consideration when deciding on their next move.
- Emote Wheel feature
- Players can now equip up to four emotes in the armory and access them using the new Emote Wheel feature by holding the Emote button. Additional separate key binding options are available for the Emote Wheel in the settings.
- Added Dolby Atmos support on PS5
Enemy Changes
- Automaton Fabricators
- Automaton Fabricators now have health and armor in addition to their existing destruction system. This means that while many high armor penetration weapons can still destroy them, it may take multiple hits to do so, depending on the weapon used
- Added effects to clearer showcase their health state
- Hulks (All Versions)
- Armor reduced from 5 to 4
- Back weak spot slightly more durable
- Back weak spot health decreased from 1000 to 800
- Hulk Bruiser
- Replaced the rocket launcher for an energy based cannon
- Increased how frequently the Hulk Bruiser shoots
- Tank
- Front armor increased from 5 to 6
- Berserker
- Head health reduced from 150 to 125
- Main health reduced from 1000 to 750
- Abdomen is now a weak spot
- Chainsaw damage increased
- Devastators (All Versions)
- Main health reduced from 800 to 750
- Devastators now flinch when hit, causing their aim to worsen, similar to the Conscripts. The intent is to make them easier to manage if you keep applying damage
- Rocket Devastators
- Now has a limited number of rockets, and you can see them disappear when they are spent
- Added a reload mechanic from their backpack to replenish their rockets once
- Rocket physics collision is smaller, making them easier to avoid
- Gunships
- Gunships now have a limited amount of rockets
- Rocket physics collision is smaller, making them easier to avoid
- Charger (All Versions)
- Armor reduced from 5 to 4
- The butt weak spot health is decreased from 1100 to 950
- The butt weak spot is slightly less durable
- The belly armor reduced from 4 to 2
- A damage multiplier has been added to the Charger’s exposed flesh of the main body, now dealing 300% damage
- Now turn slightly slower, when charging and moving normally
- Now charge less often
- Charge damage increased by 50%
- Side attack damage increased by 50%
- Charger Behemoth
- The butt weak spot health is decreased from 1200 to 950
- Hunter
- Health is reduced from 175 to 160
- Scavengers
- Health is reduced from 80 to 60
- Bile Titan
- Armor reduced from 5 to 4
- We have reworked the Bile Titan’s belly gameplay
- Belly armor reduced from 4 to 2
- Introduced a separate belly health pool once the outer belly layer has been destroyed
- Destroying the exposed belly health pool kills the Bile Titan
- Impaler
- Armor reduced from 5 to 4
- Previously the Impaler could only retract its tentacles once during its entire lifetime when threatened, now it can do it several times
- Its tentacles pursue you over a shorter distance from the impaler and prioritize players nearer to the impaler
- If the impaler can’t see an enemy it will retract its tentacles after a brief period
- Impaler Tentacles
- Tentacle damage is increased
- Reduced camera shake of the tentacle attack
- The tentacles require less damage inflicted on them to retract
Stratagem Changes
- Every Stratagem capable of damaging heavily armored enemies has had their damage increased to account for the increased health of heavier enemies. The goal with this change is to have the Stratagems on a similar or higher power level than before. In addition to that, we have made the following changes as well:
- Eagle 500kg Bomb
- Explosion radius increased to match visuals better
- Eagle Rockets
- Damage slightly increased
- Gatling Sentry
- Stagger force increased from 15 to 20
- Machine Gun Sentry
- tagger force increased from 15 to 20
- Tesla Tower
- Increased stagger force to match other Arc weapons
- Now has a moderate stun effect that builds up per hit on its targets
- Heavy Machine Gun Emplacement
- Stagger force increased from 20 to 25
- Can now damage heavier enemies like Chargers, Bile Titans, Impalers, Hulks
- Patriot Exosuit
- Gatling stagger force increased from 15 to 20
- Emancipator Exosuit
- Autocannon durable damage increased from 60 to 150
- Rate of fire on its weapons increased from 125 to 175
- Ammo increased from 75 to 100 per arm
- Orbital Laser
- Damage slightly increased
- Orbital Railcannon
- Damage slightly increased
- Orbital Gas Strike
- We are reworking the gas gameplay mechanics to become more crowd control focused in preparation for the Chemical Agents Warbond
- The gas effect has been reworked to cause blindness and confuse enemies and Helldivers alike at the expense of reduced damage over time
Planets and Modifiers Changes
- The Intense Heat and Extreme Cold modifiers are no longer static throughout the entire mission, and may now change based on time of day or different weather conditions
- Some desert planets will now only have the Intense Heat modifier active during the day. This means that during night the planet will either have no modifier, or in some cases have the Extreme Cold modifier
- Arid planets (similar to the Hellmire planet) will now only have the Intense Heat modifier active during fire tornado storms