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Started By
Message
Posted on 4/2/24 at 7:45 am to Bard
New Patch Notes
Gameplay
Planetary Hazard additions
Blizzards
Sandstorms
Increased level cap
Level cap has been increased from 50 to 150
Balancing
Missions
Retrieve Essential Personnel
-Moved the enemy spawn points further away from the objective to give players a fairer chance of defending the location.
-There are fewer civilians required to complete the mission on higher difficulties.
Destroy Command Bunkers
-Now has more objective locations, the mission was too easy before compared to other missions.
-It can now appear in operations from difficulty 5.
Operation Modifiers
-Halved the negative effect of operation modifiers that increase stratagem cooldowns or call in times.
Primary, Secondary, & Support Weapons
-Arc Thrower: fixed charging inconsistencies; it will now always take 1s to charge a shot.
-Arc Thrower: reduced distance from 50m to 35m.
-Arc Thrower: increased stagger force.
-Guard Dog: now restores full ammo from supply boxes.
-Anti-Materiel Rifle: damage increased by 30%.
-Breaker Incendiary: damage per bullet increased from 15 per bullet to 20 per bullet.
-Fire damage per tick increased by 50% (from all sources).
-Liberator Penetrator: now has a full auto mode.
-Dominator: increased damage from 200 to 300.
-Dominator: increased stagger.
-Diligence Counter Sniper: increased armor penetration from light to medium.
-Slugger: reduced stagger.
-Slugger: reduced damage from 280 to 250.
-Slugger: reduced demolition force.
-Slugger: fixed armor penetration tag in the menu.
-Slugger, Liberator Concussive, Senator: fixed incorrect armor penetration tags in the menu.
-Recoilless Rifle: increased the number of rockets you restore from supply boxes from 2 to 3.
-Spear: increased the number of missiles you restore from supply boxes from 1 to 2.
-Heavy Machine Gun: the highest fire rate mode reduced from 1200 rpm to a more moderate 950.
Stratagems
-Patriot Exosuit: rockets will now penetrate armor only on direct hit.
Enemies
Balancing adjustments have been made to
-Chargers normal melee attack now does less damage against Exosuits.
-Bile Spewer and Nursing Spewer do less damage with their puke.
-The Bile Titan can no longer be stunned.
-Shriekers no longer create bug breaches.
-Shriekers hitting you while they are dead now does significantly less damage.
Helldiver
Balancing adjustments have been made to
-Heavy and medium armor protects better and you now take about 10% less damage than before while wearing heavy and about 5% less when wearing medium armor. Fortified commando and light armor is unchanged.
Fixes
-Fixed issue where save settings for PS5 would be reset when the game is rebooted, causing things such as loadout and hint settings to reset.
-Enemies now properly target Exosuits. Previously, many enemies effectively ignored Exosuits if a helldiver on foot was available for them to target.
-Fixed Exosuits being able to fire their weapons while opening the minimap.
-The Helldiver and the Exosuit both had a bug that made them sometimes take explosion damage multiple times making things like automaton rockets be too deadly, this is now fixed.
-Automaton enemy constellations that preferred to spawn more of certain Devastators types did not work and are now functioning as they should. This means that sometimes when playing against the Automatons you will face more Devastators instead of other enemy types.
-We have improved the system that prevents hellpod steering close to large or important objects.
-We have solved issues where the effective area around objects was a lot larger than intended.
-We have reduced the number of objects that prevent hellpod steering.
-Note: This system is intended to prevent softlocks where players can drop on important interaction points, or drop into unintended places. We will continue to monitor the state of the system after the update to see if additional tweaks are necessary.
-Fixed cases where the ground under some assets could be bombed causing them to float.
Ballistic Shield changes
-Collision mesh has been slightly increased in size for more forgiveness
-Changed shield poses so that less of the helldiver is exposed
-Addressed bug where parts of the helldiver would become vulnerable while using the shield in first person
Tutorial
-Invisible collision partially blocking the doorway leading to the launch pad in the Tutorial
Known Issues
These are 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.
-Game might crash when picking up a snowball or throwing back a grenade
-Various issues involving friend invites and cross-play
-Cross-platform friend invites might not show up in the Friend Requests tab.
-Players cannot unfriend other players befriended via friend code.
-Players cannot unblock players that were not in their Friends list beforehand.
-Players cannot befriend players with Steam names shorter than 3 characters
-Explosive weapon stats include only direct hit damage but not explosive damage.
-Explosions do not break your limbs (except for when you fly into a rock).
-Planet liberation reaches 100% at the end of every Defend mission.
-Drowning in deep water with a Vitality Booster equipped puts Helldiver in a broken state.
-Stratagem beam might attach itself to an enemy but it will deploy to its original location.
-Some player customizations (like title or body type) may reset after restarting the game.
Link to Patch Notes
Gameplay
Planetary Hazard additions
Blizzards
Sandstorms
Increased level cap
Level cap has been increased from 50 to 150
Balancing
Missions
Retrieve Essential Personnel
-Moved the enemy spawn points further away from the objective to give players a fairer chance of defending the location.
-There are fewer civilians required to complete the mission on higher difficulties.
Destroy Command Bunkers
-Now has more objective locations, the mission was too easy before compared to other missions.
-It can now appear in operations from difficulty 5.
Operation Modifiers
-Halved the negative effect of operation modifiers that increase stratagem cooldowns or call in times.
Primary, Secondary, & Support Weapons
-Arc Thrower: fixed charging inconsistencies; it will now always take 1s to charge a shot.
-Arc Thrower: reduced distance from 50m to 35m.
-Arc Thrower: increased stagger force.
-Guard Dog: now restores full ammo from supply boxes.
-Anti-Materiel Rifle: damage increased by 30%.
-Breaker Incendiary: damage per bullet increased from 15 per bullet to 20 per bullet.
-Fire damage per tick increased by 50% (from all sources).
-Liberator Penetrator: now has a full auto mode.
-Dominator: increased damage from 200 to 300.
-Dominator: increased stagger.
-Diligence Counter Sniper: increased armor penetration from light to medium.
-Slugger: reduced stagger.
-Slugger: reduced damage from 280 to 250.
-Slugger: reduced demolition force.
-Slugger: fixed armor penetration tag in the menu.
-Slugger, Liberator Concussive, Senator: fixed incorrect armor penetration tags in the menu.
-Recoilless Rifle: increased the number of rockets you restore from supply boxes from 2 to 3.
-Spear: increased the number of missiles you restore from supply boxes from 1 to 2.
-Heavy Machine Gun: the highest fire rate mode reduced from 1200 rpm to a more moderate 950.
Stratagems
-Patriot Exosuit: rockets will now penetrate armor only on direct hit.
Enemies
Balancing adjustments have been made to
-Chargers normal melee attack now does less damage against Exosuits.
-Bile Spewer and Nursing Spewer do less damage with their puke.
-The Bile Titan can no longer be stunned.
-Shriekers no longer create bug breaches.
-Shriekers hitting you while they are dead now does significantly less damage.
Helldiver
Balancing adjustments have been made to
-Heavy and medium armor protects better and you now take about 10% less damage than before while wearing heavy and about 5% less when wearing medium armor. Fortified commando and light armor is unchanged.
Fixes
-Fixed issue where save settings for PS5 would be reset when the game is rebooted, causing things such as loadout and hint settings to reset.
-Enemies now properly target Exosuits. Previously, many enemies effectively ignored Exosuits if a helldiver on foot was available for them to target.
-Fixed Exosuits being able to fire their weapons while opening the minimap.
-The Helldiver and the Exosuit both had a bug that made them sometimes take explosion damage multiple times making things like automaton rockets be too deadly, this is now fixed.
-Automaton enemy constellations that preferred to spawn more of certain Devastators types did not work and are now functioning as they should. This means that sometimes when playing against the Automatons you will face more Devastators instead of other enemy types.
-We have improved the system that prevents hellpod steering close to large or important objects.
-We have solved issues where the effective area around objects was a lot larger than intended.
-We have reduced the number of objects that prevent hellpod steering.
-Note: This system is intended to prevent softlocks where players can drop on important interaction points, or drop into unintended places. We will continue to monitor the state of the system after the update to see if additional tweaks are necessary.
-Fixed cases where the ground under some assets could be bombed causing them to float.
Ballistic Shield changes
-Collision mesh has been slightly increased in size for more forgiveness
-Changed shield poses so that less of the helldiver is exposed
-Addressed bug where parts of the helldiver would become vulnerable while using the shield in first person
Tutorial
-Invisible collision partially blocking the doorway leading to the launch pad in the Tutorial
Known Issues
These are 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.
-Game might crash when picking up a snowball or throwing back a grenade
-Various issues involving friend invites and cross-play
-Cross-platform friend invites might not show up in the Friend Requests tab.
-Players cannot unfriend other players befriended via friend code.
-Players cannot unblock players that were not in their Friends list beforehand.
-Players cannot befriend players with Steam names shorter than 3 characters
-Explosive weapon stats include only direct hit damage but not explosive damage.
-Explosions do not break your limbs (except for when you fly into a rock).
-Planet liberation reaches 100% at the end of every Defend mission.
-Drowning in deep water with a Vitality Booster equipped puts Helldiver in a broken state.
-Stratagem beam might attach itself to an enemy but it will deploy to its original location.
-Some player customizations (like title or body type) may reset after restarting the game.
Link to Patch Notes
Posted on 4/2/24 at 12:07 pm to Sl0thstronautEsq
I just started. Having a blast, though I found bugs to be more a test of my ability to aim, as opposed to the Bots, which until I got better weapons, absolutely just tank everything.
Because we, as frontline grunts in a galactic war, aren’t supposed to know those details. We’re supposed to go out and kill Bugs/Bots
I do find it very interesting that planetary defenses don’t become Major Orders.
quote:
It affects the game because players may not be able to complete a Major Order if the planet on which the Major Order takes place becomes unavailable because supply lines were cut off. So in theory all players should be liberating planets in a specific order based on supply lines
Because we, as frontline grunts in a galactic war, aren’t supposed to know those details. We’re supposed to go out and kill Bugs/Bots
I do find it very interesting that planetary defenses don’t become Major Orders.
Posted on 4/2/24 at 8:25 pm to GoldenGuy
After today's big update, the incendiary breaker is once again my favorite anti-bug gun
I fully expect them to nerf it, but until then I'll be shutting down hordes of bugs below spitters/chargers.
And let me tell you, it's desperately needed! It looks like they've upped the amount of enemies again. Ran a level 5 on both bot and bug worlds and the enemies were damned near endless (especially on the bug world).
I need a little more ooomphf! for taking out legions of bots, I may go with the Sickle for them or go back to the regular Breaker (still not a fan of the spinup on the Sickle, especially when we drop into the middle of a patrol the moment we hit the map).

And let me tell you, it's desperately needed! It looks like they've upped the amount of enemies again. Ran a level 5 on both bot and bug worlds and the enemies were damned near endless (especially on the bug world).
I need a little more ooomphf! for taking out legions of bots, I may go with the Sickle for them or go back to the regular Breaker (still not a fan of the spinup on the Sickle, especially when we drop into the middle of a patrol the moment we hit the map).
Posted on 4/2/24 at 8:52 pm to Bard
So I did some medium runs with the sickle to get used to it. That spin up drove me nuts
Posted on 4/3/24 at 12:26 pm to jmarto1
Was running a couple Trivial missions last night to warm up and came across a stash of 100 SCs (instead of the usual 10). I had previously seen people on Reddit mention they exist, but I had never found one.
Good timing because it seems like there's ANOTHER warbond coming out in a week or so
Good timing because it seems like there's ANOTHER warbond coming out in a week or so

Posted on 4/3/24 at 4:00 pm to Sl0thstronautEsq
I'm not chasing warlords unless I hear something is worth really getting. I don't use 90% of it anyways. Capes and helmets do jack shite and I don't care about cosmetics
Posted on 4/3/24 at 5:46 pm to jmarto1
I hear ya. I only got the most recent warbond because I wanted the Sickle and stun grenades (which I heard are good, but I never use them). At some point I want to unlock the Scorcher from the main warbond, but you need like a billion medals since it's on the last page.
Posted on 4/3/24 at 6:56 pm to Sl0thstronautEsq
I tried the stun but I like my impact grenades. Whst do you guys use for your secondary
Posted on 4/4/24 at 6:13 am to jmarto1
quote:
I tried the stun but I like my impact grenades.
Impact grenades are tricky. They're great against enemies, but aren't great if you are trying to shut down a factory or close a bug hole.
quote:
Whst do you guys use for your secondary
I couldn't tell you as I almost never use it (I think I've used it mainly be accident lol).
The personal orders lately have had me trying out some of the stratagem weapons. Some of them are surprisingly fun (like the Stalwart) so I've been using them in more of a secondary fashion, or as a primary with my main weapon being the secondary.
Posted on 4/4/24 at 8:31 am to jmarto1
quote:
Whst do you guys use for your secondary
Redeemer. It's the only secondary I've seen that's worth a damn.
quote:
The personal orders lately have had me trying out some of the stratagem weapons. Some of them are surprisingly fun (like the Stalwart)
Yeah, I was enjoying the Stalwart yesterday as well! I wish that was a primary instead of a stratagem weapon.
Posted on 4/4/24 at 8:43 am to Sl0thstronautEsq
I've really got used to that quasar. Except when you're running solo and have 3 bile titans on you...
Posted on 4/4/24 at 8:51 am to jmarto1
Oh yeah, love the Quasar. The fact that it can close bug holes and take out heavies makes it a must-have.
On bug missions I currently run:
Sickle
Redeemer
Quasar
Shield Backpack
EATs
[Random Eagle stratagem depending on difficulty level]
On bug missions I currently run:
Sickle
Redeemer
Quasar
Shield Backpack
EATs
[Random Eagle stratagem depending on difficulty level]
This post was edited on 4/4/24 at 8:52 am
Posted on 4/4/24 at 11:23 am to Sl0thstronautEsq
dropping an eat with a quasar gives me four quick shots on a bile. It is money
Posted on 4/4/24 at 12:21 pm to Sl0thstronautEsq
quote:
Good timing because it seems like there's ANOTHER warbond coming out in a week or so
Trailer showing off the new armor/weapons that will be available in the new warbond coming out next week: Twitter Video
Maybe the Grenade Pistol will be a decent secondary?
This post was edited on 4/4/24 at 12:22 pm
Posted on 4/4/24 at 12:36 pm to Sl0thstronautEsq
quote:
On bug missions I currently run:
Sickle
Try the Breaker Incendiary now that they've upped the damage on it. About the only bugs it doesn't work on are chargers and bile titans. The spread is good if you are backing away as they horde toward you, the DOT usually needs just a couple of seconds.
That new sticky grenade looks fun

This post was edited on 4/4/24 at 12:45 pm
Posted on 4/4/24 at 2:27 pm to Bard
quote:
Try the Breaker Incendiary now that they've upped the damage on it.
Will give it a shot (no pun intended) tonight!

This post was edited on 4/4/24 at 2:27 pm
Posted on 4/7/24 at 9:40 am to Sl0thstronautEsq
This new gear looks to be explosive/fire based just as the last one was electricity/arc based. The lag time in getting warbonds in from the last two major orders means I now have over 150 warbonds for when the new bond drops
Over the weekend I've learned the glories of the quasar. Two people with those things can take down a ridiculous number of jump ships as the cannon can one-shot the ships (if you hit an engine). I have a feeling it's going to get nerfed before long (maybe just a longer spin-up time, but still a nerf).
In a similar vein, I found out that a dropship can kill you if it falls on you.
Also, with a couple of well-placed shots, the exosuit can take out a tank.

Over the weekend I've learned the glories of the quasar. Two people with those things can take down a ridiculous number of jump ships as the cannon can one-shot the ships (if you hit an engine). I have a feeling it's going to get nerfed before long (maybe just a longer spin-up time, but still a nerf).
In a similar vein, I found out that a dropship can kill you if it falls on you.

Also, with a couple of well-placed shots, the exosuit can take out a tank.
Posted on 4/7/24 at 11:06 am to Bard
The crashing at the end of 30 minute missions is ruining this game. I’m a few away from dropping it and going back to final fantasy wasted literal hours over the last two days.
Posted on 4/7/24 at 11:28 am to j1897
quote:
The crashing at the end of 30 minute missions is ruining this game.
Agreed. Hoping the upcoming patch finally fixes things.
From the devs:

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