Major Winners and Losers in Helldivers 2 Update 1.001.100

The highly awaited 1.001.100 patch for Helldivers 2 has been released, and it’s shaping up to be an impressive update. Arrowhead Studios has clearly listened to player feedback over the development period, implementing many changes based on community input. So, who are the key beneficiaries and those affected negatively?

Key Changes in Helldivers 2 Patch 1.001.100

Winners of Helldivers 2 Patch 1.001.100

The 1.001.100 patch primarily serves as a balance update. Helldivers 2 initially marketed itself with overpowered weapons, and a few months post-launch, many players felt those weapons were starting to lose their edge. As a result, players have expressed dissatisfaction, seeking changes to reinvigorate gameplay. The patch introduces numerous modifications to various weapons and Helldivers.

Let’s examine some of the most notable changes.

Modifications to Helldivers

In the latest patch, Helldivers now incur less additional damage from headshots, going from a 100% increase to 50%. This means while taking a rocket to the face is still lethal, stray shots from across the battlefield are now less likely to take down a player immediately. Additionally, body damage has seen a slight increase, with various areas now inflicting different levels of damage. While exact figures are not disclosed, expect a chest shot to hurt more than in previous versions.

Changes to Weapons

The Liberator Concussive has received a notable boost with the addition of a drum magazine, now accommodating 60 micro rockets. While the overall magazine capacity has been reduced, this change allows for prolonged firing.

Never Thought I’d See A Drum Mag by u/SmokeDeathsticks in Helldivers

Major changes have also been made to laser-based weapons; they now exhibit no recoil, which is a more accurate reflection of physics principles. Weapons like the Scythe, Dagger, and Laser Cannon have reduced cooldowns and no recoil, allowing them to ignite enemies more quickly, adding a unique damage-over-time effect not found in many other weapons.

The Eruptor has had its shrapnel effect reinstated, aligning it with pre-existing frag grenade shrapnel. Although its base explosive damage has been reduced from 340 to 225, the overall explosive radius has been increased by 33%, and it now fires 30 pieces of shrapnel, each potentially inflicting 110 damage. If the damage is calculated per shrapnel piece, that results in a total of 3,110 damage.

Thermite Grenades have also seen a significant boost in damage, now increasing from 100 to a substantial 2,000.

Post-patch mood so far by u/Mysterious-Locations in Helldivers

Throughout the patch, most weapon changes involve adjustments to damage, durability, and ammunition counts. For complete details on these changes, refer to the official patch notes from Arrowhead.

Updates to Stratagems

Stratagems have undergone some thoughtful modifications, mainly buffs that enhance their effectiveness. For instance, the 500KG bomb now has an explosion radius increased to better match its visual effect, which can be quite impressive.

Arc Towers have received a beneficial adjustment, now inflicting a stun effect on targets, potentially improving their utility in crowd control situations. However, further thought can be given to their effectiveness against Automatons.

The Orbital Gas Strike has also seen significant changes, now causing blindness and confusion among enemies. While the specifics of the confusion effect remain unclear, these adjustments appear tailored to align with the upcoming Chemical Agents warbond set to release soon.

Losers of Helldivers 2 Patch 1.001.100

Turning to the adversaries of democracy, a multitude of changes have also been applied to enemies. As a self-proclaimed Malevelon Creek veteran, I’ll focus first on the bots, who frequently haunt my dreams.

Changes to Bots

Automaton fabricators have experienced significant changes, now possessing a health pool akin to other enemies. This adjustment allows non-explosive ordinances to affect them, a welcomed modification that provides more flexibility in loadouts. They also now showcase various states that reflect damage taken.

Hulks have been nerfed, particularly with the Bruiser now firing a laser instead of a rocket barrage and doing so less frequently. Their previous overwhelming presence was a significant challenge, and these tweaks aim to balance the gameplay experience.

The reductions in health for Berserkers have sparked some frustration. However, the identification of the abdomen as a weak spot is a curious adjustment; one would assume the glowing red area was already a target.

Please tell me that I wasn’t the only one who thought the GLOWING RED abdomen was a weak point. by u/CompleteFacepalm in Helldivers

Devastators are now less formidable, as shooting them negatively affects their performance. Additionally, Rocket Devastators now must reload between barrages, and their blast effective radius has been reduced, a change also noted in previous patches. They are now limited in ammo, providing a much-needed balance in resource management.

Adjustments to Enemies

As for the bugs, it’s no surprise that Chargers have been targeted for significant adjustments.

Chargers now exhibit less armor, lower weak spot health pools, reduced turn speed, charge less frequently, but deal more damage upon impact, increasing both direct and side nudge damage by 50%. These changes are crucial as Chargers have been notorious for ruining gameplay, often unexpectedly.

The Bile Titan has also faced reductions in armor accompanied by a rework of its belly weak spot mechanics. The belly is now divided into two health pools, enhancing tactical opportunities for players that focus on hitting its vulnerable soft underbelly rather than having to guess impact locations.

The Impaler now has enhanced capabilities, enabling it to retract its tentacles more than once and directly targeting closer players instead of acting randomly. Additionally, the range of its tentacles has been reduced, and significant screen shake reductions are appreciated, minimizing disorientation when attacked.

Additional Updates

In addition to balance improvements, several notable features have been introduced, including an emote wheel. Players can now equip four emotes, an exciting way to express camaraderie during gameplay.

Changes have also been made to how planets handle weather conditions. Extreme Heat and Extreme Cold now depend on the time of day and the planet’s climate, providing a more immersive experience for players exploring desert planets.

Overall, this patch brings the revitalization that Helldivers 2 desperately needed. While my enjoyment of the game remains strong, I’ve found myself playing less due to lingering frustrations with prior issues and unfulfilling weapon experiences. I hope this patch marks the beginning of a new era of improvements, and that Arrowhead will continue to engage with the community’s response moving forward.

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