Helldivers 2 - everything you need to know about the new patch

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hello everyone this is a quick note before the video starts is that this is a reupload of the same video I made a while back about the same patch just wanted to come back to editing and correct some statements I've made because some of you have pointed out that some of the things I mentioned there weren't exactly correct to the patch so thank you for all those who pointed that out and enjoy the video hello everyone hope you're having a great day because today is patch day the only other day I love more than payday and with patch 1.0.3 rolling out there comes a lot of adjustments and balance changes that can definitely shake up a lot of load out options so with that in mind welcome aboard the light of opportunity because new p just means new choices and let's get right into it starting with the general changes armors with armor rating above 100 now also reduce damage on head shot this is very nice as it would really suck if a hunter jumped on you mid jump and happen to also hit you and you take headshot damage so having your armor also help reduce headshot damage is definitely a good quality of life change Victory poses not only playf foot extracted that's just a fun little thing to insert there and most important of all is that burning damage is reduced by 15% so even though it is only a small percentage the difference is definitely noticeable and this change allows us to be able to reactif fire a lot easier and live much longer and the general changes ends there most of the changes you're going to hear are going to come to the primary secondary and support weapons starting with exploding crossbow it has slightly smaller explosions increased daggers a bit of revisions to the ammo revisions to control and basically you now have to be a bit more precise with explosive crossbow not relying on explosive AOE to deal the damage the change on ammo count is a slight Nerf but I overall say that this was adjusted positively especially with a stagger the quazar cannon increase recharge Time by 5 5 Seconds now 5 seconds is a lot I thought the original cold down was pretty long but this one makes it feel like it's almost forever it is in my opinion still a strong strategy and I don't think 5 seconds is exactly enough for people to right away drop it the defense missions might see less of it as I'm aware of a tactic of people switching between two quar cannons to deal with Heavies and B drops a lot of people such as myself have kind of got the recharge time down to muscle memory so having a near twice as long wait on the recharge time is definitely something that we'll feel small glitch I found is while testing this is that if you're holding the fire button before it recharges fully and continue to hold as it charges it will not fire so you would have to let go of your firing button and then try again before it goes and honestly even though it was a pretty hard Nerf I'm actually happy about this one almost every game I play with would maybe have half to 34s of the lobby running a quazar cannon so anything that encourages variety always gets a vote for me v14 adjudicator a full auto is not a default fire mode recoil is reduced increased mags and increased Maxum resupply it is also now just placed among the assault rifles and I definitely felt like this weapon was more of an assault rifle F than a marksman rifle to begin with I almost always had it also on Full Auto and even though the ammo changes and The Recoil change was nice I don't think this was the fix it needed to become a lot more stronger I really think just increasing the flat damage will make this of a more feasible and competitive weapon choice for your primaries despite that I do love the weapon though so any buff towards it definitely gets my vote the laser cannon slightly increased damage and slightly reduced damage versus large volume bodies the increase of damage is nice and I'm aware of the quote unquote sleeper op potential that the laser cannon has as to what is being referred to as the large volume bodies I'm assuming that to be hulks B Titans tanks and the like but I haven't noticed anything distinguishingly different from just a couple of my tests punish up plasma a bit of ammo adjustments for maximum mags and resupply Mags increase projectile speed but still keep the same range decrease damage fall off on the explosion and it's been moved now to the energy weapons category very interesting weapon and I believe the projectile speed alone is enough to make the weapon more of a competitive Choice with your other primaries the ammo changes are unfortunate because it does eat through a lot of ammo which you're now able to have your shots hit a lot more consistently giving the projectile speed changes a small thing to be aware of when using this is do not use the shield relay or the shield backpack The Punisher plasma will donate early on both and even hurt you if you're using the shield backpack while firing while The Shield is active the R2 Blitzer another very interesting weapon increase shots per minute from 30 to 45 and I have not used it a lot but to increase the shots per minute from 30 to 45 meaning a 50% increase is definitely a huge buff for the weapon it's on my list of test and I hope to get a lot more feel for it later down the line the Eruptor decreased number of Maximum mags from 12 to six and explosion damage drops off slightly faster it's it's a tough Nerf but necessary I definitely have never ran out of ammo when using the Eruptor and now completely halfing it to six mags will make people a lot more conscientious about where they're shooting their bullets as for the explosion damage drop off I haven't seen anything quite gamechanging the last 16th sickle decrease amount of magazines from six down to three not much to say here the CLE has always been a pretty solid weapon I feel like even if you were to have the magazine count the weapon won't see much of an effect as all the whole the last five Scythe increase damage from 300 to 350 and decrease the max number of Ms from 6 down to four interesting buff on the site not much to comment on the max number of mags but 50 damage definitely will make it seem a lot more appealing the rail gun increase armor penetration in both safe mode and unsafe mode and stagger Force slightly reduced the rail gun is finally getting some love and after using it for some time in my test I yet to see the extent of the increase armor pen changes it's still great for the Bots as you're able to onot almost all of the common Heavies especially the Hulk so it's definitely got that going for it still the heavy machine gun third person Crosshair enabled and just finally just finally I have never been more happy to see a circle on my screen before I think if there was a change to have it was just this I feel like this alone will make it a lot more easier to use as for the moom rifles I'm going to group them together because they both receive a slight adjustment to damage it's a nice change and it's better for them as they should be packing more of a punch compared to other rifles such as the assault rifles as for the liberators both the base Liberator and concussive Liberator both received a slight damage buff and the jar five Dominator has had its damage decreased from 300 to 275 this is still pretty okay it had its damage increased from 200 300 and I believe the previous patch so just reducing it by 25 isn't the end of the world for it moving on to the pistols we have the Redeemer with a slight increase in Recoil it's not much noticeable I'd say you could still easily control the weapon while shooting it for The Peacemaker the pistol increase damage from 60 to 75 I still like using the pistol I think a small buff would make it a bit more appealing but not so much when compared to the other secondary Aries next for the pistols here we have the last dagger which is the laser pistol and they've increased the damage here from 150 to 200 honestly I personally can't see much of a difference here I do think that it's good that the last weapons are getting some love though so I'm always rooting for that and lastly we have the senator which is increased damage from 150 to 175 and you now use a speed loader when empting on an empty cylinder so if the heavy machine gun made me cheer this is the one that's going to make me cry for Joy it was always strange to me how we would have faster than light space travel but I always had to reload my revolver bullet by Bullet damage increase is just a cherry on top but look at this I mean this is just look at this I had to wait almost 2 months for something like this to come out but I'm glad I did and this is enough to make the patch basically it for me some of the final support weapon changes here we have the spear added reload stage reload after the spent missile has been discarded so what this means is that when you're reloading your spear it is now segmented to different stages so if you were to complete one stage and then stop and then do the reload again you will most likely resume your reload already parway into it so you can reload it faster if you happen to be interrupted Midway machine gun Sentry increase health to match other sentries that's good for the machine gun Sentry I have not really seen anyone use a machine gun Sentry so it's good for it but I don't see it being any more used than the other ones the Tesla Tower increased Health by 33% this is beautiful for the Tesla Tower as compared to the other centries it would be something that's more on the front line than quite the back line so being able to stand there more is definitely a big plus for the Tesla Tower the guard dog Rover has had a damage decrease by 30% and I think this is fair I don't know it's kind of crossing a line between too much and just the right amount because the guard dog Rover is overused and and and given the fact that they're buffing the last side if that is indeed the same side that's on the guard dog which I think it is then I think a damage reduction is definitely necessary as for the other guard dog it's had a slight increase in damage I think this is good for this verion of the guardog because I do feel like it is very strong and and with a Nerf to the guard doog Rover I feel like this can get a lot more time in the spotlight and people can really see the potential for this lastly we have the air burst rocket launcher and this is a thing that has been responsible for almost 90% of your team kills the past day or two they fix it so that it will no longer detonate when shot in your strategy such as sentes and even other heal divers as well as reduce the proximity radius so this was I believe just a fix to it as the devs acknowledged that the way it was shipped out was not originally working correctly so now the airburst rocket will detonate a lot more predictably and is less likely to blow up in your face and kill you and your whole team that pretty much wraps it up for the weapons now we're moving on to enemies bile and nursing spearers have their move speed slightly reduced hulks now increase the force required for them to stagger I think this one was really interesting something I would always like to use against the Hulk would be the arc thrower because you can basically Perma stun a Hulk the whole time while you're killing it but with this change even with the ark thrower it's still able to get shots off and react even when shooting it additionally hulks using the flamethrower now deal 20% Less Direct damage Devastator fire rate slightly increased so this is only applying to the base Devastators so not to the rocket Devastator not to the heavy Devastator just the regular one gunships move a lot faster moving side to side and gunship spawners now have a much lower cap on how many the gunships they can have active at the same time fog generators health and armor increased I originally thought this was meant for the generators in those defense missions but it seems like these are applying to those Spore Spears that spawn on a termined planets so it looks like it may take a bit more to kill them Scout shrider Riders are now less vulnerable to explosions and this one was one of the bigger ones because it was really easy to kill a scout Strider from the front if you were to use a weapon that has some sort of explosive property to it so now you just can't have a straight headon approach to the Scout Strider you may have to get a little bit creative with it enemy patrols this one I can see having a bit of controversy because cuz they're basically saying here the less players are in the game the more patrols will spawn so if you're playing with four players which is the max Lobby count your experience will basically be the same as pre patch but if you're to do something like a solo hell dive or maybe you just wanted to play with a couple of friends and then leave the lobby as private so just you two or you3 your games will now be considerably a lot more harder but we'll see how this plays out I just can't quite see the logic behind a change like this moving on to gameplay here there's been some level generation improvements so now locations are more evenly distributed around the map so I expect to see a lot less of the gunship facility spawning right next to each other and having to deal with two sets of gunships fall following us another thing to know here is that the spread democracy mission is now available on higher difficulties and if you weren't aware this is a mission exclusive to lower difficulty missions we simply stand near where the strategy is called and you just and you just wait for the flag to raise and I think this is one of the most simple but most fun missions out there and being able to experience it with a lot of stuff happening around level 9 is something I'm very much looking forward to when you ready up in the hell pod hell ders now salute so that's just a small quality of live Chains It's very nice it's very cute lach ini they also stated here that they added B beond to the Tremor planetary Hazard to underline the severity I've seen it I've experienced it I can't quite tell what exactly the difference is here lastly Shots Out Ricochet from heavy armored enemies will now properly hit the hell diver who fired them so so this means that if you were to shoot a bullet and it hits in heavy armored enemy it can reflect and hit you back which can be very you know dangerous to you I tried this out with the ballistic shield and I was able to reflect the bullets I was shooting at it there was also a number of fixes made in this patch um I've highlighted some of the most interesting ones here to me they fixed the superior packing methodology ship upgrade as well as the blast absortion ship upgrade on top of that you can now report and block players which is good because the players who are intentionally griefing or just trying to troll you so being able to report them as well as block them is makes for a very enjoyable online experience so it's good that they finally added that but that's it for this patch there's a lot of changes on this patch primarily on the ammo counts for these weapons some of the things that were highlighted to me here for those weapons were the machine gun third person reticle and the senator speed reloader finally being added to the game some of the enemy interactions are a lot more interesting especially with the Scout Striders and the hulks I have to say that fire damage being lowered altogether is a plus especially with the headshot damage now being reduced overall I'm excited to see where we go from here I definitely want to try out some of the more touched up weapons such as the plasma Punisher and the arc Blitzer and that's it for me here today I'm very excited to see what you all think about the patch so if you can comment what your thoughts are as well so what you're excided and what you don't like about it I'm open to hear it all if you like what you heard like what you see please like And subscribe I like to make a lot of Hell divers 2 content so if that's something you're interested in please stay tuned as I have a lot of things currently in the works and yeah thanks again for checking out the video and have a nice day democracy has been well delivered may your extraction be Swift
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Channel: Wallbouncing
Views: 2,592
Rating: undefined out of 5
Keywords: Helldivers 2, Helldivers, Helldivers 2 Patch Notes, Helldivers 2 Buffs, Helldivers 2 Nerfs, Helldivers 2 Buffs and Nerfs, helldivers 2 Gameplay, Helldivers 2 Review
Id: _CLubqMaTpI
Channel Id: undefined
Length: 12min 14sec (734 seconds)
Published: Tue Apr 30 2024
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