Helldivers 2 Patch 1.001.100 notes roll out first part of massive game rebalancing
Published , by TJ Denzer
Helldivers 2’s developers have embarked on quite the mission to rebalance much of the game and make it more fun for fans. The latest update, Patch 1.001.100 is one of the first major moves on that mission, rebalancing a lot of weapons, enemy armor, and damage across the board to make more playstyles fun instead of funneling players into a few kits. Between more effective weapon damage and less effective armor, you’ll want to see how this patch affects your offensive and defensive capabilities.
Helldivers 2 Patch 1.001.100 notes
Arrowhead Game Studios rolled out Helldivers 2 Patch 1.001.100 and its accompanying notes this week. The new update rolled out a massive overhaul of weapon and armor stats. Where a lot of weapons ended up feeling useless against more armored targets, players should now have more luck with things like shotguns, electricity, flamethrowers, and the like. It’s a big set of notes with plenty more to cover, so read on for the full details below:
Balancing
General
Previously, partial damage dealt 50% of full damage, which we found to be overly punishing and reduced effectiveness too much, leading to an excessive reliance on high armor penetration weapons. We’ve now increased partial damage to 65% of full damage to address this issue.
The Helldiver now takes less damage from headshots, which previously dealt 100% extra damage but now inflict only 50% extra damage. Damage from hits to other body parts has been slightly increased depending on the area hit. This adjustment aims to normalize overall damage while maintaining detailed damage zones, reducing spike damage.
Primary Weapons 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 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.
Shrapnel projectiles amount are set to 30
Shrapnel damage is set to 110
Explosion damage decreased from 340 to 225
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
Sidearms
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 Weapons
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.
These weapons generally fall into three categories: Strong and Reliable: The Recoilless Rifle and SPEAR can afford to be less accurate when firing at armored targets since most hits will eliminate enemies the size of a Charger
Strong: The Expendable Anti-Tank and Quasar are highly effective, often killing targets with a single hit to a weak spot; otherwise, two solid shots will handle a Charger, or one shot for a Hulk
Less Strong: The Commando and Patriot Exosuit Rockets typically require 1-3 shots to take down a Charger or Hulk, depending on your aim
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-Materiel 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
Grenades
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
Stratagems
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
Stagger 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
Gameplay
General
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
Enemies
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%
Sideattack 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
Planets and Modifiers
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
Fixes
Fixed per weapon aim mode not saving correctly - NOTE: This patch will clear all the saved aim modes but everything should work correctly afterwards
Crash Fixes and Soft-locks:
Fixed a crash that could occur if shutting down the game during boot
Fixed a crash caused by players with unique skins timing out
Fixed a crash when vehicle skins are not properly synced
Fixed a crash caused by players leaving the game shortly after being reinforced while using unique hellpod skins
Fixed a rare crash produced by Bile Spewers attacks
Fixed a crash when interacting with the galactic war hologram
Fixed a crash when joining another super destroyer
Fixed a crash that could happen when you were participating in a secondary objective
Fixes crash when booting the game on PS5 with an unsupported systems language (such as French-Canadian)
Fixed a potential crash when new players hotjoin
Fixed a potential crash when other players were leaving the game
Fixed a rare crash when using the Hologram map and looking at the operations
You should no longer crash when interacting with the Galactic War Map when an update is required
Fixed a rare crash which could occur when joining a game session which has cycled through at least 32 unique players
Fixed an issue where objective stratagems cannot be completed if host migration happens
Fixed an issue where already joined players would be getting kicked when other players join the game
Fixed a bug where closing Steam overlay in the middle of the super credits purchase would stay in a broken state for any purchase after that (it previously needed a game restart to work again)
Fixed inaccessible shuttles after hosts leaving the game right before its landing
Fixed soft-lock during mission summary if the host left the game
Fixed an issue where emotes would not exit properly if you canceled them using sprint
Social Menu Fixes
Fixes to PS5 friends list
Miscellaneous fixes:
Evacuate High-Value Assets Objective
Fixed issue where enemies would spawn on top of the extraction
Enemies can no longer shoot generators from spawn points or from far away
Fixed enemy pathing where they would sometimes try to enter the base from the mountain on the side
Added more protection for the generators to prevent enemies shooting them from far away
Heavy and flying enemies now prioritize attacking the player before the generators and the gates
Fixed an issue where enemies would stop spawning for a period of time when the host leaves the mission
Conduct Geological Survey Objective
Fixed issue in “Conduct Geological Survey” mission in which the Seismic Probe could become inoperable if a player called it in and left the game or disconnected
Tweaked enemy spawns
Impaler
Fixed a bug where Impalers didn't receive explosive damage in their exposed weak areas
Fixed Impaler's tentacles not being pingable
The three following instances have been largely resolved, and the issues are now mostly fixed. Although rare occurrences may still happen with the Impaler in exceptional cases, they should be significantly less common.
Fixed a bug where standing near the Impaler's head during the tentacle retraction could cause Helldivers to be launched high into the air
Fixed a bug where tentacles spawning beneath players could occasionally launch Helldivers into the air
Fixed a bug where the Impaler’s tentacles could sometimes launch the Exosuits into the air when the player was inside
Fixed enemies not receiving damage properly when more than 10m away from the player
Fixed issue where Bile Titans may sometimes not take damage to the head
Fixed issue causing most weapons to shoot below the crosshair when using aim down sight
Fixed cases where the Hive Breaker drill might become inaccessible after being called in
Fixed issue where first-person view was misaligned with weapon sights when using the Ballistics Shield Stratagem
HMG scope is no longer misaligned
Fixed lens cutting issues in scopes
Fixed bug where multiple confidential data pickups could spawn in the same stronghold when only one is intended
Fixed two-person emotes getting players stuck in an animation lock
Fixed intro cinematic missing audio in German
Fixed an instance of Automatons shooting through walls
Fixed a bug where sometimes prerequisite objectives would be shown above the primary objective in the HUD
Fixed broken menus when opening the main menu right before entering the Hellpod (when the Loadout menu opens)
Fixed weapon preview in loadout not being visible right after inspecting armors/helmets/capes
Fixed Eagle payloads sometimes not blowing up in swamp biome
Fixed stronghold outposts giving (only visually) 0 rewards on the mission summary objectives screen
Fixed time-outed players still visible on the UI with the white player color
Fixed long player title names text now scrolling instead of overlapping with other texts
Fixed Reinforced Scout Strider showing the wrong name
Removed the deprecated Orbital Flare Stratagem from Stratagem hero
Fixed a bug where some of the stratagems did not have data being shown in the Loadout
Fixed reinforcements called and stratagems used numbers on mission end
Fixed issue of drill objective floating in air when hot joining an ongoing 'Nuke Nursery' mission
Disabled invite/join functionality when players are playing in a different game version
Fixed player names not showing on ship after a mission
Fixed a desync issue in how many civilians have been extracted in "Emergency Evacuation" mission
Fixed unexploded Hellbombs on the terrain not being pingable
Fixed not seeing teammates equipment when hot-joining a mission
Fixed 'Failed to Extract' text incorrectly shown when extracting with the shuttle scene
Solved the issue where the player will not unlock the new difficulties after fulfilling the requirements for it
Binding Stratagem inputs to other buttons should not block terminal inputs
Fixed other players helldivers showing over the weapons/armors when they are joining and the player is selecting equipment selection in Loadout
Fixed a bug when starting the mission even if exiting loadout. Going back to the briefing screen will now unready the player
Fixed the issue where the players can click on entries through the tabs on the bindings menu
Pinged enemies and objects now display correctly after changing language
Fixed stratagem canceling purchase experience where moving mouse up and releasing the mouse button would not stop filling the button and the purchase process
Fixed an issue in our ragdoll optimizations where the wrong collision filters were used for some physics actors, leading to queries hitting unintended shapes
Fixed a bug in our ragdoll optimization code which caused some explosion types to deal incorrect damage
An incorrect message about removing a friend will no longer be displayed in the player information popup
Fixed multiline text sometimes being misaligned
Fixed issue where it scrolled down/up 2 Warbonds in the Acquisitions menu when scrolling with the left controller stick
Fixed motion controls while aiming when the "Motion Sensor Enable Mode" option is set to "Aiming" regardless of Aim input type
Fixed a bug where the player can change tabs while changing the ship's name
Fixed no final ready up sound played when rejoining a mission
Map markers on objectives will follow the objective if it changes position, as in the case of SSSD drives
Fixed issue where the player can throw an unlimited amount of grenades/throwing knives after diving into shallow water while holding and then throwing the last throwable
Fixed another issue where players could be stuck holding the stratagem ball if they open the stratagem menu directly after the previous action
Now the game client displays a proper error message with useful information when the PlayFab login fails
Fixed ADS projectile misalignments
Fixed aim block raycast issues in ADS
Fixed aim position misalignments that happen from repeatedly entering and exiting ADS
Fixed displayed incendiary mines icon and anti-tank mine label when the mine racks for these stratagems were marked/pinged
Fixed issue when changing tab in Armory while scrolling clears the scroll view
Fixed a bug that allowed players to bypass heat build-up for both the Scythe and Sickle when switching weapons during their reload animations
Fixed an issue where the 500kg bomb impact explosion was not being triggered
Fixed an issue where you could find several Confidential Data assets in Fortress locations
Increased the red zone size during drop select for Fortress locations
Improved error reporting on the splash screen to provide better support
Enemies now spawn during "Spread Democracy" objectives
Added another visual effect to the orbital cannon
Fixed Automaton projectiles clipping through assets
Fixed an issue where the Combat Walker bumping into a big building would destroy it
Fixed some assets bouncing flamethrower flames back
Fixed an issue where incorrect SFX audio for weapons with custom fire modes were being played
Fixed extraction timer not showing in landing beacon when mission time is over
Fixed health not synced correctly after the duration of stim heal (especially in friendly fire situations)
Fixed audio SFX cutouts when switching between weapons
Known Issues
These are the highest priority issues that were either introduced by this patch and are being worked on, or are from a previous version and have not yet been fixed. This is not a comprehensive list.
Top Priority:
Players may not receive Friend Requests sent from another platform
Large units have no audio cues, allowing them to sneak up on players
Enemies will try to shoot the generators through walls in the Rescue High-Value Assets mission
Enemies are sometimes capable of shooting through walls
Social menu is stuck on ‘Please Wait Democratically’ for some players
Dead bodies of Chargers can launch the Helldiver into the air
Stratagem balls bounce unpredictably off cliffs and some spots
Players may sometimes be unable to join specific friends, or are returned to ship when joined
Medium Priority:
Reinforcement may not be available for players who join a game in progress
Mines may become invisible or may disappear in Multiplayer lobbies
Pelican-1 may sometimes be launched away if hit with an impaler tentacle
Supply packs may be incorrectly used if pressing down on a controller while calling in a stratagem
Friends "Invite only" games can still be seen on the Galactic War Map but cannot be joined
High damage weapons will not detonate hellbombs
Some enemies that bleed out do not progress Personal Orders and Eradicate missions
That covers the entirety of the Helldivers 2 Patch 1.001.100 notes. Be sure to follow the Helldivers 2 topic for the latest coverage and news on the game.