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Helldivers 2 Replace is Now Stay With Main Steadiness Adjustments, Weapon Buffs, and Extra

Helldivers 2_06
Read Time:3 Minute, 37 Second

Arrowhead Sport Studios’ long-awaited patch for Helldivers 2, model 1.001.100, is now accessible on PS5 and PC. For many who wish to hear and watch all of the modifications in motion, try the video under with Chief Artistic Officer Johan Pilestedt and Design Director Niklas Malmborg.

The replace focuses on many issues, together with anti-tank weapons, armor penetration, and well being and armor, whereas rebalancing weapons, Stratagems, enemies, and extra. The Autocannon, Heavy Machine Gun, Flamethrower and Anti-Materiel Rifle are actually simpler towards closely armored enemies (although anti-tank weapons are nonetheless top-tier).

Enemies just like the Automatons’ Hulks now have decreased armor, and the Devastator and Gunship have fewer rockets and decreased hearth fee. The explosions from their hits are additionally smaller, which implies ragdolling gamers. Helldivers have additionally undergone some modifications, taking 50 p.c additional headshot harm as an alternative of 100%.

Try a few of the stability modifications under and full notes right here. One other stability go is approaching the ultimate day of the developer’s 60-day plan, so keep tuned for extra particulars.

Patch 1.001.100

Balancing

Common

  • Beforehand, partial harm dealt 50% of full harm, which we discovered to be overly punishing and decreased effectiveness an excessive amount of, resulting in an extreme reliance on excessive armor penetration weapons. We’ve now elevated partial harm to 65% of full harm to handle this subject.
  • The Helldiver now takes much less harm from headshots, which beforehand dealt 100% additional harm however now inflict solely 50% additional harm. Injury from hits to different physique components has been barely elevated relying on the world hit. This adjustment goals to normalize total harm whereas sustaining detailed harm zones, lowering spike harm.

Major Weapons

Liberator & Liberator Carbine

  • Injury is elevated from 60 to 70
  • Sturdy harm elevated from 14 to 17
  • Stagger pressure elevated from 10 to fifteen
  • Max spare magazines elevated from 7 to eight
  • Beginning spare magazines elevated from 5 to six

Knight

  • Injury is elevated from 50 to 65
  • Sturdy harm elevated from 5 to 7
  • Magazines now totally refill when selecting up resupply
  • Lowered recoil

Liberator Concussive

  • Now comes with a drum journal which holds 60 rounds
  • Variety of mags decreased from 10 to six. The variety of mags have been decreased attributable to bigger journal capability

Tenderizer

  • Variety of rounds in its journal elevated from 30 to 35
  • Beginning magazines elevated from 4 to five

Breaker

  • Now comes with an prolonged journal which holds 16 shells
  • Stagger pressure elevated from 10 to fifteen

Spray and Pray

  • Now has a duckbill muzzle making its unfold very horizontal however much less vertical
  • Complete Injury elevated from 192 to 240

Scythe

  • Cooldown is quicker
  • Changes to the warmth VFX
  • Scope modified to a low powered scope
  • Eliminated recoil
  • Units enemies on hearth sooner

Crossbow

  • Explosion radius elevated by 50%
  • Explosion harm elevated from 150 to 350

Eruptor

Shrapnel is again! We heard your suggestions and re-introduced the shrapnel. We’ve changed the unique shrapnel with the Frag Grenade shrapnel to now not immediately one-shot Helldivers except the occasional unfortunate headshot.

  • Shrapnel projectiles quantity are set to 30
  • Shrapnel harm is ready to 110
  • Explosion harm decreased from 340 to 225
  • We additionally elevated the quantity of shrapnel
  • Explosion radius elevated by 33% (17% for interior radius and 50% for outer radius)

Defender

  • Injury elevated from 70 to 75
  • Sturdy harm elevated from 7 to eight

Liberator Penetrator

  • Injury elevated from 45 to 60

Diligence

  • Injury elevated from 125 to 165
  • Sturdy harm elevated from 32 to 42

Counter Sniper

  • Injury elevated from 140 to 200
  • Sturdy harm elevated from 14 to 50
  • Stagger pressure elevated from 15 to twenty

Blitzer

  • Now has a weak stun impact that builds up per shot on its targets

Torcher

  • Injury elevated by 50%
  • Flamer mechanics reverted to earlier than the Escalation of Freedom replace
  • Elevated AP from 3 to 4

Sidearms

Peacemaker

  • Elevated max spare magazines from 5 to six

Dagger

  • Positive aspects warmth extra slowly
  • Eliminated recoil
  • Injury elevated from 200 to 250
  • Units enemies on hearth sooner
  • Changes to the warmth VFX

Crisper

  • Injury elevated by 50%
  • Flamer mechanics reverted to earlier than the Escalation of Freedom replace
  • Elevated AP from 3 to 4


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