The developers have rolled out another patch for the third-person shooter Helldivers 2 from Arrowhead Game Studios, which is currently very popular on Steam. This now makes things easier for players on the higher difficulty levels, as the spawn rate of enemies with strong armor has been reduced. After the railgun, an armor-piercing weapon, was weakened via balancing changes, an outcry went through the Helldivers 2 community because it was hardly or very difficult for players to survive on higher levels of difficulty. You can read more about this in this PCGH article on the topic.
Game easing for Helldivers 2
In addition to opponent balancing, the changelog for the new update includes other bug fixes and improvements. The user interface was tweaked and some crashes were fixed. There was also a problem with the gameplay, which Arrowhead Game Studios now wants to get under control. The patch notes also list known issues that the developers will address at a later date. Below is the complete changelog for patch 1.000.102:
Balancing:
The amount of heavily armored targets appearing on higher difficulties, particularly Terminids, has been a major point of discussion online and internally. The intent is to require groups to have some form of anti-tank capability, but not to the extent previously required. To this end, we have reduced the spawn rate of Chargers and Galletitans on difficulties 7 and above. Additionally, we have reduced the risk of spawn spikes for Chargers and Gallet Titans. Please note that we have changed the distribution of enemy types and have not reduced the difficulty. Instead, expect other enemy types to show up in greater numbers. We're impressed with the community's ability to find things like the Charger “leg meta” in our game, but using heavy anti-tank weapons for legs instead of the obvious weak point seems the Defying expectations.We're not changing the Charger's legs, but we're reducing the health of the Charger's head. It should now be at a point where a well-placed shot from a recoilless rifle or an EAT-17 will instantly kill an attacker. Along with the unfortunately undocumented change from the last patch that increased the armor-piercing ability of less well-placed shots for EAT-17 and recoilless rifle fire, Chargers should now be easier to use for well-equipped groups.
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Gameplay:
The Electronic Countermeasures operation modifier, which had a chance of giving you a random stratagem instead of the one you entered, has been removed to be reworked and will be reintroduced in a future iteration. We found that this modifier was not communicated clearly enough and was overall causing more frustration than excitement with the way it was currently implemented. This change was made in 1,000,100 but was accidentally left out of the patch notes.Helldivers 2: Test shows problems with Ryzen and Radeon [Bericht]
Corrections:
Fixed missing text on several HUD/UI elements.Fixed several inconsistencies between subtitles and voice acting in the news videos.Fixed various crashes that occurred during gameplay and when used in missions.
Known problems:
The game crashes when attempting to use a stim while in an exosuit. Pink artifacts may appear in the sky when large explosions are triggered. Automaton Dropship appears to disappear and slip in after being shot. Bow-based shots Weapons may not count towards kills in post-mission statistics.Players cannot unfriend other players they are friends with via a friend code.Cross-platform friend invitations may not appear in the Friend Requests tab.Players can may not be able to select equipment or return to the ship when joining a multiplayer game session via the PS5 activity map. The exosuit can self-destruct with missiles when it fires while spinning. The display of the text chat box is controlled by the Cinematic letterboxing during extraction hinders. Some people cannot accept friend requests. This is mostly a cross-platform issue.
Quelle: Arrowhead Game Studios