April 19, 2024

Solid State Lighting Design

Find latest world news and headlines today based on politics, crime, entertainment, sports, lifestyle, technology and many more

Helldivers 2 Patch 1.000.102 makes dealing with Chargers and Yellow Giants easier, but it 'didn't reduce the difficulty'

Helldivers 2 Patch 1.000.102 makes dealing with Chargers and Yellow Giants easier, but it 'didn't reduce the difficulty'

Helldivers 2 developer Arrowhead has released a new patch that makes dealing with the game's toughest enemies easier.

Patch 1,000,102 addresses the spawn rate of heavily armored Terminid enemies as well as potential playability against them. It also fixes some UI elements and crash issues.

The new patch follows the release of Helldivers 2's first balance patch, which sparked backlash within the community because it made it harder to kill heavily armored enemies like the Bile Titan and, in particular, the Charger.

Last week's patch nerfed the Backpack Breaker, Railgun, and Shield Generator, three items that are essential to gameplay and higher difficulty. Best loadouts in Helldivers 2. On higher difficulties, Helldivers 2 throws a ton of powerful enemies at you, many of which require heavy-hitting weapons and stratagems to deal with. The Railgun in particular was a popular choice to counter them.

Since the release of the patch, players have complained that they struggle to deal with these powerful enemies and that they have an apparent increase in spawn rate on harder difficulties, behind which Helldivers 2's most valuable resources are locked.

Social media, Helldivers subreddits and Discord have seen a number of screenshots and videos showing a ridiculous number of Titans and Chargers on screen at once, with players expressing disbelief.

In response, Arrowhead made a post on the Helldivers Discord to say that it plans to make heavy enemies easier to deal with, both in terms of their spawn rate and health, and it has now done so. “The amount of heavily armored targets producing higher difficulties, especially for Terminids, has been a big point of discussion online and internally,” Arrowhead said in his article. Posted on the Helldivers 2 Steam page. “The intention is that the groups will have to bring in some form of anti-tank capability but not to the degree previously required.

See also  Reasons to upgrade from Galaxy S21 Ultra to Galaxy S23 Ultra

“To this end, we have reduced the spawn rate of Chargers and Bile Titans on difficulties 7 and above. Additionally, we have reduced the risk of Chargers and Bile Titans spawning spikes.

However, Arrowhead confirmed that it did not reduce the difficulty of Helldivers 2, but rather changed the distribution of enemy types. So, players should expect other types of enemies to appear in greater numbers from now on.

Specifically, on the Charger, perhaps Helldivers 2's most powerful enemy, Arrowhead has now moved to address the “dead leg”, which involves spending precious anti-tank weapons on the Terminid's legs instead of the more obvious weak spots. Arrowhead said this “seems counterintuitive.”

“We're humbled by the community's ability to find things like the 'Meta Leg' for Chargers in our game, but spending your heavy anti-tank weapons on legs instead of an obvious weakness seems counterintuitive,” Arrowhead explained.

“We're not changing anything regarding the charger's legs, but we are lowering the health of the charger's head. You should now be at a point where a well-placed shot from a recoilless rifle or EAT-17 will kill the charger instantly.

“Combined with the unfortunately undocumented change of the recent patch that increased the armor penetration ability of less well-placed EAT-17 rounds and recoilless rifle shots, chargers should now be easier to handle by well-equipped groups.”

Warbond, the upcoming featurette for Helldivers 2, dubbed “Cutting Edge”, will be launched this week, following the launch of the machines. Warbond includes new weapons, new armor sets, new heads, and new emotes. Meanwhile, arrowhead Asking for the Helldivers 2 community's help in coming up with ideas for the “difficult to solve” issue of players kicking teammates without meta loadouts.

See also  New app icons are coming out for Google Messages, Phone, and Contacts

Helldivers 2 has become one of the surprise games of 2024 since its launch in February. Tops the charts on Steam And It reportedly sold about three million copies. According to at least one analyst. It's still growing. paying off Helldivers 2 game review from IGN To find out why it is declining well.

Helldivers 2 update 1,000.102 patch notes:

summary

Today's patch addresses the spawn rate of heavily armored Terminid enemies as well as potential play against them. It also contains some UI element fixes and crash fixes.

Balance

Enemies:

  • The amount of heavily armored targets appearing on higher difficulties, especially for Terminids, has been a big point of discussion online and internally. The intention is that the groups will be forced to bring some form of anti-tank capability but not to the degree previously required.
  • To this end, we have reduced the spawn rate of Chargers and Bile Titans on difficulties 7 and above. Additionally, we've reduced the risk of Charger Mutants and Bile Titans spawning.
  • Please note that we have changed the distribution of enemy types, not reduced difficulty. Expect other enemy types to appear in greater numbers instead.
  • We're humbled by the community's ability to find things like the “dead leg” of chargers in our game, but spending your heavy anti-tank weapons on legs instead of an obvious weak point seems counterintuitive.
  • We don't change anything regarding the Charger's legs, but we do lower the Charger's head health. You should now be at the point where a well-placed shot from a recoilless rifle or EAT-17 will instantly kill the charger.
  • Combined with the unfortunately undocumented change of the recent patch that increased the armor penetration ability of less well-placed EAT-17 rounds and recoilless rifle shots, chargers should now be easier to deal with by well-equipped groups.
See also  Sony expands the Chinese game incubator in Microsoft face to face

the way of playing

  • The Electronic Countermeasures trigger modifier, which had a chance of giving you a random trick instead of the one you entered, has been removed for rework, and will be reintroduced in a future iteration. We have found that this modifier is not communicated clearly enough and generally causes more frustration than excitement with the way it is currently implemented. This change was made in version 1.000.100 but was inadvertently omitted from the patch notes.

repairs

  • Fixed missing text in several HUD/UI elements.
  • Fixed several subtitle/VO mismatches in news videos.
  • Fixed various crashes that occurred mid-play and when spawning in missions.

Known problems

  • The game crashes when trying to use stimulation while inside the Exosuit.
  • Pink artifacts may appear in the sky when large explosions occur.
  • The Automaton Dropship appears to disappear and slide down after being dropped.
  • Shots from bow-based weapons may not count toward kills in post-mission statistics.
  • Players cannot unfriend other players who have been friended via the friend code.
  • Cross-platform friend invitations may not appear in the Friend Requests tab.
  • Players may not be able to select to load or return to charge when joining a multiplayer game session via the PS5 Activity Card.
  • The Exosuit can self-destruct with missiles if fired while spinning.
  • The display of the text chat box is obstructed by the message box cinematic during extraction.

Wesley is IGN's UK news editor. You can find him on Twitter at @wyp100. You can contact Wesley at [email protected] or confidentially at [email protected].