LAS-99 Quasar Cannon - Increased recharge time by 5 seconds
This is a nerf right, the time now takes 5 seconds longer to become ready?
Yep, that’s a huge nerf. I think that’s 8 seconds to charge now, which is an eternity in combat.Update, I misinterpreted the notes. Tested in-game and confirmed that the charge-UP time is unchanged, that’s still 3 seconds to spin up and fire. The change is to the cool-DOWN, which I believe is now 15 seconds instead of the original 10 seconds. I tested on a normal temperate planet, so I don’t know how much hot and cold planets affect this if any.
I’d call this a slight nerf, but a pretty fair one considering the Quasar effectively has infinite ammo.
REcharge, not charge up. Haven’t confirmed in-game, but I am FAIRLY sure you misunderstood that one. Keep Diving!
Ohhhh, OK, that makes a ton more sense. I’ll test and update my original comment.
No more dropping ships like they are out of style.
Ahh, it’s not so bad, you can still drop a ship once every 18 seconds.
Good enough then, I’ll have to try it out.
Yeah sounds like 3-second charge up is now 8-seconds.
I read this as it now takes 15 seconds to cool down, it still takes 3 seconds to charge and take a shot.
Thats what I meant, the time after firing. Basically the cooldown has been increased
Added setting in the options menu gameplay section to disable automatic climbing and vaulting while sprinting.
Yesssss, I can finally stop climbing on resupply pods! The setting is called “Toggle Auto-Climb”, under Gameplay settings.
Why wouldn’t you want the high ground ontop of a supply pod? /S
“Victory is reserved for those who are willing to climb a Supply Pod.”
- Sun Tzu, probably
The steam patch notes are lacking some details from the discord patch notes. check out Enemy Patrol
: : : Stratagems
- Machinegun Sentry
- Increased health to match other Sentries
- Tesla Tower
- Increased health by 33%
- RL-77 Airburst Rocket Launcher
- Airburst Rocket Launcher will no longer detonate when shot near stratagems (HMG turret, Sentries, Resupplies) and other Helldivers.
- Reduced proximity radius
Enemies Balancing adjustments have been made to
- Bile Spewer and Nursing Spewers movespeed slightly reduced
- Hulks: Force required for them to stagger slightly increased
- Hulk Scorcher direct flamethrower damage reduced by 20%
- Devastator fire rate slightly increased (only the standard devastator)
- Gunships sideways movement slightly increased
- Scout strider Riders now less vulnerable to explosions
- Fog Generators health and armor increased
- Gunship spawners now have a much lower cap on how many gunships they can have active at the same time.
Enemy Patrols We unintendedly had non-linear scaling of the patrol spawns so they didn’t spawn as often as they should have when less than 4 players. The intention is that 1 player has 1/4th of the patrols compared to 4 players, but it used to be that they had 1/6th.
- Balancing adjustment to patrol spawning.
- Patrol spawning has been increased when there are fewer than 4 players. The fewer the players the bigger the change. For 4 player missions there will be no change compared to before.The biggest noticeable change will be for solo players at higher difficulties.
🎮 Gameplay
- Made minor level generation improvements to how we distribute locations throughout the mission map. This should improve variation in distance between objectives, and objectives will likely not spawn as far away from each other as often as before.
- Added setting in the options menu gameplay section to disable automatic climbing and vaulting while sprinting.
- The Spread Democracy mission otherwise known as “raise the flag” can now be enjoyed on higher difficulties for maximum freedom spreading.
- When readying up, Helldivers now salute to ensure maximum democratic readiness.
- Added ambience to the Tremor planetary hazard to underline the severity so Helldivers can react accordingly
- Shots that ricochet from heavy armored enemies will now properly hit the Helldiver who fired them. Trigger discipline is highly recommended.
That’s fund and all but as long as there is no patch for “game sometimes just closes/crashes/or lose connection” it’s pretty meaningless
It’s there…
Crash fixes
- Fixed crash that could occur when host abandoned mission with squad.
- Fixed crash that could occur if a player tried to enter an occupied EXO-45 Patriot Suit.
- Fixed crash that could occur for all players after or during mission results screen.
- Fixed crash that could occur after shooting from the EXO-45 Patriot Suit’s rocket launcher.
- Fixed crash that could occur for all players apart from the one that rejoined the ongoing mission with different armor and got reinforced.
Explosive weapons such as R-36 Eruptor, CB-9 Exploding Crossbow. GP-31 Grenade Pistol no longer pulls players inward from the blast.
It was very annoying that if I shot something close and get affected by the explosion, I would fall into the explosion rather than away.
This would just make me be closer to the enemy if I ever shot too close.
The number of times I shot at the saw blade bots and it just launched me directly into the literal meat grinder…
The patch note about increased enemy spawns the less players are in your party is strange to me. It’s already more difficult with less players, and even when I want to risk matchmaking with randoms, half the time only one or two join me.
I don’t have enough friends to consistently have a 4 man party, so it seems a little bit of a backhanded change to make it even harder when I don’t think anyone was thinking that was needed
Unable to independently verify as this was pinned on the Reddit.
Same, it’s definitely a change designed to get people more grouped up so you may have to start setting your missions as public. Motivators could be server capacities(?) and anti-super credit farming / more community orientation
That’s why I mentioned that even when setting to public it’s not consistent that 4 people join me.
I doubt it’s anti-SC since you can farm that on trivial, but according to word going around it’s more of a bug fix than a change, but I’m not sure why they put it under balancing instead of bug fixes if they didn’t want the community to perceive it as such
Scout strider Riders now less vulnerable to explosions
Aw man that sounds like a huge nerf to the Scorcher and Eruptor. Being able to kill the scouts by shooting them in the front with explosive weapons made them so much more manageable.
Iirc only the riders. The strider itself should be unchanged. If I cant one shot them with the autocanon anymore ill habe to desert
Thank you for pointing this out.
Looks like grenade bowling is still on the menu.
Yeah, but right now you two tap the Striders with the Scorcher and it kills the rider. And the Eruptor can do it in a single shot. But that kills the rider and not the Strider itself. Not sure if the Autocannon does the same thing or if it blows up the Strider.
I always have to three tap with scorcher. Where do you shoot for two?
Near the top middle usually results in two killing them. Not sure about now with the changes though.
Looks like it now takes two AC rounds to kill a strider from the front, up from one pre-patch, or four shots from the Scorcher, up from two. This was with shots to the hip/groin area of the walker. Tolerable change IMO, Striders were made really trivial due to the numbers of ACs and Scorchers players were often bringing vs. bots. The AC in particular staggers the Strider badly, so while the first shot no longer kills the strider it will prevent it from shooting back before the kill shot lands.
You merely need to shoot the side of the strider rather than the frontal plate. I’ve read about shooting the middle junction too.
the middle junction too
The strider balls?
If I have to shoot the front, I shoot the hip and it goes down. I haven’t tried post-patch though.
Fixed Anti-Materiel Rifle facing away from the Helldiver after deploying it.
The only bug I ever noticed, finally fixed.
And they’re sort of nerfing the sickle, down to 3 mags from 6… Still basically infinite ammo if you don’t overheat though.
I hardly ever manage to overheat it, but when I do it tends to be because I really need to and reloading is faster than waiting for a cool-down. Won’t be able to do that as much, but not too bad of a nerf overall.
Yeah, when I need to use a reload it’s usually cause shit hit the fan. But ammo isn’t that hard to find it anything.
That quasar cool down is going to hurt for drop ships though
Gunships too, though thankfully their count is being reduced
What did the crossbow do to deserve nerfs? I don’t think I’ve ever seen someone use it, I was underwhelmed with it and it got beat down.
As someone who enjoyed using the crossbow (mostly bug maps) I maybe saw another using the crossbow on 6 other occasions. Why do this? It is now unusable.
Happy about the Big Iron buff
Not a big fan of all the magazine reductions but otherwise seems like a good patch
Had anyone had a chance to test the ricochet? The way it reads sounds like a stupid attempt to artificially increase the difficulty if every shot just bounces straight back.
I don’t believe the ricochet mechanic has changed. Bullets have the same chance of bouncing off armor and they’ll glance off in some variable direction, just as they did before the patch. What has changed is that it’s now possible for ricochets to damage you. Previously you couldn’t kill yourself with an unlucky ricochet that comes back and hits, now the friendly fire is enabled on your own projectiles. The patch note for this change was incredibly poorly worded, making it sound like ricochets would always come straight back at you. I played half a dozen games tonight, saw plenty of ricochets and didn’t have the misfortune of having one come back towards me. It could depend on individual weapons though, I saw one clip of a recoilless rocket round bouncing straight back from a Heavy Devastator shield and killing the Helldiver who fired it. Seemed… very not right, but I think you have to be pretty unlucky to experience a bad bounce that comes straight back and hits you.
It’s getting depressing how often my favourite gear gets nerfed.
Still no progress on the RX 7000 cards crashing constantly and without obvious reason. It’s been on the known issues page on the AH website since launch.
For now, the most effective method to preventing this issue is to limit core clocks on NV31 to about 2500 MHz.
I believe this is under the known issues for Adrenalin
I set mine to 2555 because of Star Citizen (and Ratchet & Clank, but I finished that game a while ago), so I’ve had no issues with HD2 since the first week or so of release. Can confirm it works.
Interesting, were rachet and clank + star citizen also failing in the same way (intermittent TDRs or system shutdown) with default gfx core clocks?
In my case it manifested as a graphics driver crash. This would bring down anything that was using the GPU: the game, discord, Windows DWM.
Someone on SC`s forums did a bunch of research and eventually suggested the clock limit, which has solved all my SC, HD2, R&C issues and most of my War Thunder issues (though that one still silently deletes itself from RAM occasionally, but I think that’s just War Thunder).
Here’s the post, if you’re interested: https://robertsspaceindustries.com/spectrum/community/SC/forum/50174/thread/high-end-amd-gpu-crashing-possibly-resolved-we-nee
Sorry, I take a bunch of acronyms for granted. TDR = timeout detection / recovery.
Did the bug report tool suggest there was a timeout in each of those cases?
I forget, it’s been a while. I want to say yes, but the screen would freeze for several seconds before the GPU driver reset in my case, so that seems like a legitimate timeout to me. I had tried increasing the timeout in the past to fix these issues, before I found this method.
While testing I did confirm using OpenHardwareMonitor that the GPU core frequency would spike above 3100Mhz before crashing, as the thread describes. Setting the max to 2550 seems to prevent this happening.
Thank you for the info!