Helldivers 2 New Balance Patch Greatly Buffs Player Power

Helldivers 2 has seen a sharp decline in popularity due to the excessive nerfs to primary weapons and Stratagems that left players feeling severely underpowered. Community sentiment was at an all-time low during the Escalation of Freedom update, which was the straw that broke the camel’s back. Not only did the Automatons and Terminids receive a boost in lethality with the new units, but the list of viable weapons for players to use started to shrink.

However, Arrowhead Games has heard player feedback from the community and has made many efforts to rebalance the game to make every weapon feel powerful again. Here are some of the many buffs and enemy nerfs that this current patch has seen. Note that this is but one of the many patches that will come in the next 60 days.

Table of Contents

General Changes

Partial damage was previously calculated to only deal 50%, which caused non-anti-tank weapons to become less viable in most missions. This has since been changed into 65% when dealing partial damage, which should bump up their overall effectiveness.

Players will now take less damage from headshots, only taking 50% extra damage instead of the previous 100%. 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 and preventing unfair one-shots.

The Galactic War map will now display the location of strategically important assets for easier coordination with other Helldivers.

Primary Weapons Buffs

The standard Liberator and its Carbine variant has received the following changes:

  • 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

The Knight SMG from the Super Citizen edition has also been given a pass for the balance patch with the following buffs:

  • Damage is increased from 50 to 65
  • Durable damage increased from 5 to 7
  • Magazines now fully refill when picking up resupply
  • Reduced recoil

The Liberator Concussive was severely weak for a long time, but these changes help make it more relevant at harder missions:

  • Magazine capacity is now at 60 rounds with a drum mag
  • Number of mags reduced from 10 to 6. The number of mags have been reduced due to larger magazine capacity

The Tenderizer was already popular for its high damage output, but these changes help sustain its ammo economy a bit further:

  • Number of rounds in its magazine increased from 30 to 35
  • Starting magazines increased from 4 to 5

The Breaker shotgun had its time in the sun during the initial release of Helldivers 2. But it had received some nerfs to its ammo economy, but this change helps alleviate its ammo-hungry problem:

  • Now comes with an extended magazine that holds 16 shells
  • Stagger force increased from 10 to 15

The Breaker Spray and Pray variant is good for Terminid missions, but now is a bit more versatile thanks to these buffs:

  • Now has a duckbill muzzle, making its spread very horizontal but less vertical
  • Total Damage increased from 192 to 240

Compared to the Sickle, the Scythe laser rifle was less remarkable and took longer to make kill. These buffs make the Scythe a more viable weapon for clearing out weaker enemies:

  • Cooldown is faster
  • Adjustments to the heat VFX
  • Scope changed to a low-powered scope
  • Removed recoil
  • Sets enemies on fire faster

After the change to the Crossbow as a one-handed weapon, it saw a lot of use but these changes further elevate its usability in harder missions:

  • Explosion radius increased by 50%
  • Explosion damage increased from 150 to 350

The Eruptor sniper rifle came out extremely powerful with its unintended shrapnel effect, which was then extremely nerfed days after its release. Now, it has almost returned to its former glory with these changes:

  • The shrapnel effect has been reinstated, using the Frag Grenade’s shrapnel mechanic.
  • Shrapnel projectiles amount are set to 30
  • Shrapnel damage is set to 110
  • Explosion damage decreased from 340 to 225
  • The number of shrapnel was also increased
  • Explosion radius increased by 33% (17% for inner radius and 50% for outer radius)

The Defender SMG remains as the best SMG in Helldivers 2, but this change makes it even better for all enemy factions:

  • Damage increased from 70 to 75
  • Durable damage increased from 7 to 8

Compared to other primary weapons, the Liberator Penetrator had long since fell off the wayside, but this damage bump should make it more appealing.

  • Damage increased from 45 to 60

The Diligence and its Counter Sniper variant didn’t see much use outside of niche scenarios for Automaton missions. Now, these changes make both weapons even better for picking off Devastators and other armored targets. For the former:

  • Damage increased from 125 to 165
  • Durable damage increased from 32 to 42

As for the Counter Sniper version:

  • Damage increased from 140 to 200
  • Durable damage increased from 14 to 50
  • Stagger force increased from 15 to 20

For a mini Arc Thrower, the Blitzer shotgun is currently at a good spot, but has been given a change to update it with the Arch Thrower’s changes as well.

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

The Torcher is finally competitive enough to match the Flamethrower support weapon, as it now has these changes:

  • Damage increased by 50%
  • Flamer mechanics reverted to before the Escalation of Freedom update
  • Increased AP from 3 to 4

As the old reliable, the Peacemaker was in a decent spot, but the extra magazine served to make it last longer in emergency situations

  • Increased max spare magazines from 5 to 6

The Dagger was downright useless in the old sandbox as it didn’t do enough damage to justify its fast heating. Like the Scythe, it has received the same updates to its functionality.

  • Gains heat more slowly
  • Removed recoil
  • Damage increased from 200 to 250
  • Sets enemies on fire faster
  • Adjustments to the heat effect

The Crisper was one of the victims of the old flamethrower changes where flame projectiles are affected by enemy mass. However, Arrowhead Games has finally returned them to their previous effect of penetrating through bodies.

  • Damage increased by 50%
  • Flamer mechanics reverted to before the Escalation of Freedom update
  • Increased armor penetration from 3 to 4

Support Weapon Changes

Specialized anti-tank weapons such as the Recoilless Rifle, Quasar, Commando, Expendable Anti-Tank, SPEAR, and Patriot Exosuit rockets are given more damage to make them excel in their dedicated role more.

According to Arrowhead Ganes, these weapons belong in one of three categories in terms of effectiveness:

  • The Recoilless Rifle and SPEAR are considered as strong and reliable, since they can afford to be less accurate when firing at armored targets and kill their targets in one well placed shot.
  • The Expendable Anti-Tank and Quasar are highly effective but are in the middle of the road for anti-tank weaponry, 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
  • The Commando and Patriot Exosuit Rockets are less damaging due to their ease of use, requiring around 2 to 3 shots, depending on where the shots land.

As for the other support weapons that specialize in other roles, here are the affected weapons:

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

Stratagem Buffs

Stratagems that could penetrate through armor, like the Orbital Precision Strike, HE Orbital Barrage, and Eagle Airstrike have had their damage values also increased as to further accentuate their role as the premium anti-tank. Other specialized Stratagems have been given buffs as well, such as the following:

Eagle 500kg Bomb

  • Increased area of effect to match the visual effect

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 deal damage to heavier enemies such as Hulks, Tanks, Chargers and Bile Titans

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

  • The gas has received a change that makes it more of a crowd-control tool that can cause blindness and confusion to enemies caught in the cloud. This is to keep the Stratagem in line with the Chemical Agents Warbond.

Enemy Nerfs

Automaton Fabricators will now have health and armor values like all other enemies, meaning that anti-armor weapons can destroy them without needing to throw a grenade at the vents.

Hulks in general have received some heavy nerfs to make them easier for anti-tank weapons to kill within one to two shots.

  • Armor reduced from 5 to 4
  • Back weak spot slightly more durable
  • Back weak spot health decreased from 1000 to 800

Hulk Bruisers have been oppressive due to the excessive rag dolling caused by their rockets. This change should make them less annoying to fight but they still retain their lethality.

  • Replaced the rocket launcher with an energy cannon
  • Increased how frequently the Hulk Bruiser shoots

This change for the Tank is meant to accentuate its weaker armor at the side and rear, which should make Helldivers flank around them for a kill.

  • Front armor increased from 5 to 6

Berserkers were so plentiful and soaked up more damage than what was necessary for their role. Because of this, they’ve been nerfed to make them more manageable while still keeping its role of punishing unaware Helldivers with its chainsaws.

  • Head health reduced from 150 to 125
  • Main health reduced from 1000 to 750
  • The lower torso is changed into a weakspot
  • Chainsaw damage increased

Devastators were some of the most oppressive Automaton enemies due to their high accuracy and overall toughness. This change makes automatic weapons more viable for the Automaton front.

  • 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
  • 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

Chargers begin to spawn more often as the difficulty rises, yet were extremely difficult to deal with due to how much anti-tank ammo they can soak up. This change makes them easier for specialized anti-armor weapons to kill while giving other support weapons a place in the sandbox.

  • 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%
  • Side attack 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
  • 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 who are closer
  • If the impaler can’t see an enemy it’ll 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

Planetary Modifier Changes

The Intense Heat and Extreme Cold modifiers are now more dynamic in their appearance on planets, changing depending on the time of day in the surface. Modifiers like Intense Heat will only be active at daytime while some planets can have the Extreme Cold modifier at night.

Desert planets will now only have the Intense Heat modifier active during fire tornado storms, making laser weapons easier to use.

What’s Next for Helldivers 2?

This patch alone has brought many players back into the game, with many in the community saying that this is the most fun the game has ever been since launch. According to Arrowhead Games, this patch will not be the last balance change for all other weapons. This the first part to their 60 Day plan to overhaul the game’s sandbox in making it more fun for players. Expect more buffs for Helldivers and nerfs to the enemies of Super Earth soon.

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