Helldivers 2 recently received a pretty hefty patch with some weapon balancing, updates, bug fixes, and more. The community has been trying out the newest Warbond so the devs have also decided to adjust some crucial aspects of the game.
Having that in mind, we will take a look at all of the balance updates to Helldivers 2 by taking a look at all of the weapons that were taken under consideration.
Table of Contents
Advertisement
Sidearm Changes
P-2 Peacemaker
- Increased max spare magazines from 5 to 6
LAS-7 Dagger
- Gains heat more slowly
- Removed recoil
- Damage increased from 200 to 250
- Sets enemies on fire faster
- Adjustments to the heat VFX
P-72 Crisper
- Damage increased by 50%
- Flamer mechanics reverted to before the Escalation of Freedom update
- Increased AP from 3 to 4
Advertisement
Support Weapon Changes
Dedicated anti-tank weapons like the Recoilless Rifle, Quasar, Commando, Expendable Anti-Tank, SPEAR, and Patriot Exosuit rockets have all received significant damage boosts to enhance their effectiveness.
These weapons generally fall into three categories:
Strong and Reliable: The Recoilless Rifle and SPEAR can afford to be less accurate when firing at armored targets since most hits will eliminate enemies the size of a ChargerStrong: The Expendable Anti-Tank and Quasar are highly effective, 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
Less Strong: The Commando and Patriot Exosuit Rockets typically require 1-3 shots to take down a Charger or Hulk, depending on your aim
GL-21 Grenade Launcher
- Starting spare magazines increased from 1 to 2
- Max spare magazines increased from 2 to 3
- Explosion radius slightly increased
LAS-98 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
Advertisement
ARC-3 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
RS-422 Railgun
- Durable damage increased from 60 to 225
- Fully overcharging damage increased from 150% to 250%
M-105 Stalwart
- Damage is increased from 60 to 70
- Durable damage increased from 14 to 17
- Stagger force increased from 10 to 15
MG-43 Machine Gun
- Stagger force increased from 15 to 20
APW-1 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
MG-206 Heavy Machine Gun
- Stagger force increased from 20 to 25
- Can now damage heavier enemies like Chargers, Bile Titans, Impalers, Hulks
MLS-4X 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
FLAM-40 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
AC-8 Autocannon
- Can now damage heavier enemies like Chargers, Bile Titans, Impalers, Hulks
Advertisement
Grenade Changes
- Shrapnel damage increased by roughly 50%
- Max amount increased from 4 to 5
- Refill increased from 2 to 3
- Explosion radius increased
- 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
Advertisement
Stratagem Changes
Every Stratagem capable of damaging heavily armored enemies has had their damage increased to account for the increased health of heavier enemies. The goal with this change is to have the Stratagems on a similar or higher power level than before. In addition to that, we have made the following changes as well.
Eagle 500kg Bomb
- Explosion radius increased to match visuals better
Eagle 110mm Rocket Pods
- Damage slightly increased
A/G-16 Gatling Sentry
- Stagger force increased from 15 to 20
A/MG-43 Machine Gun Sentry
- Stagger force increased from 15 to 20
A/ARC-3 Tesla Tower
- Increased stagger force to match other Arc weapons
- Now has a moderate stun effect that builds up per hit on its targets
EXO-45 Patriot Exosuit
- Gatling stagger force increased from 15 to 20
EXO-49 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 Strike
- Damage slightly increased
Orbital Gas Strike
- We are reworking the gas gameplay mechanics to become more crowd control focused in preparation for the Chemical Agents Warbond
- The gas effect has been reworked to cause blindness and confuse enemies and Helldivers alike at the expense of reduced damage over time
And that covers all of the remaining balance changes from the recent Helldivers 2 patch. You can check out the full patch notes, here.
Advertisement