Helldivers 2 - Massive Update Adds New Automaton Enemies, Balancing Changes, Hidden Changes
Summary
TLDRHell Divers 2 has released a significant update introducing balancing changes, two new planetary hazards, and an increased player level cap to 150. The update buffs the antimateriel sniper rifle and introduces new automaton units, such as the gunships and the factory strider. It also includes reductions in strategem cooldowns and various weapon modifications, aiming to enhance the gameplay experience and challenge.
Takeaways
- π Hell Divers 2 has released a major update with numerous balancing changes and undisclosed features.
- π¨ Two new planetary hazards, the Blizzard and Sandstorm, have been introduced, potentially affecting gameplay with limited visibility and environmental damage.
- π The player level cap has been increased to level 150, with players who reached level 50 receiving accumulated XP.
- ποΈ New titles have been added to the game for players to achieve.
- π― Balancing updates include adjustments to missions such as 'Retrieve Essential Personnel' and 'Destroy Command Bunkers' to improve gameplay experience.
- π₯ The negative effects of operation modifiers that increase strategem cooldowns or call times have been reduced by half.
- πΈ Weapon changes include a nerf to the Ark Thrower, a buff to the Anti-Material Sniper Rifle, and the addition of a full-auto mode for the Liberator Penetrator.
- π€ Enemy adjustments involve the Charger's normal melee attack being less effective against EXO suits, and changes to the Bio Spewer and Nursing Spewer damage output.
- π‘οΈ Medium and heavy armor have received improvements by reducing additional damage taken by 5% and 10% respectively.
- π Hidden changes include new automaton units like the Gunships and the Factory Strider, as well as Hell Divers now appearing covered in blood after missions.
Q & A
What is the main topic of the video transcript?
-The main topic of the video transcript is the discussion of the large update in Hell Divers 2, which includes balancing changes, hidden updates, new automaton units, and planetary hazards.
What are the two new planetary hazards introduced in the game?
-The two new planetary hazards introduced are the Blizzard hazard for frozen maps and the Sandstorm hazard for sandy desert maps.
How has the player level cap changed with the update?
-The player level cap has been increased to level 150, and players who had reached level 50 and continued playing have had their experience accumulated accordingly.
What is the impact of the update on the 'Retrieve Essential Personnel' mission?
-The 'Retrieve Essential Personnel' mission has been made easier, as it now requires fewer civilians to complete and bot drops and bug breaches will reinforce from a greater distance from the main base.
How have operation modifiers that increased strategem cooldowns or call and times been affected by the update?
-The negative effects of operation modifiers that increased strategem cooldowns or call and times have been cut in half with the update.
What changes have been made to the Ark Thrower weapon?
-The Ark Thrower can no longer charge its shots and requires full charge for each shot, its damage per second has been reduced, and its range has been decreased.
How has the Anti-Material Sniper Rifle been buffed in the update?
-The Anti-Material Sniper Rifle has had its damage increased by 30%, making it even more effective against automatons.
What is the new feature of the Liberator Penetrator weapon?
-The Liberator Penetrator now has a full auto mode, which is a change from the previous burst fire mode.
What changes have been made to the Charger's melee attack?
-The Charger's normal melee attack now does less damage against EXO suits.
What are the new automaton units introduced in the update?
-The new automaton units introduced are the Gunships, which are tied behind a side objective, and the Factory Strider, a massive bot near the size of a Bio Titan found in high difficulties.
How do the changes to medium and heavy armor work?
-The changes reduce the damage taken by players wearing medium armor by an extra 5% and heavy armor by an extra 10%.
Outlines
π Launch of Hell Divers 2 Major Update
This paragraph discusses the recent significant update in Hell Divers 2, which introduces a variety of balancing changes and hidden updates. It highlights the nerfing of the Slugger, alterations to the Ark Thrower, and buffing of the Antimaterial Sniper Rifle, among many others. The introduction of new automaton units and the expansion of gameplay with two new planetary hazards - the Blizzard and Sandstorm - are also mentioned. The player level cap has been raised to 150, and there's excitement about the upcoming tests and experiments to evaluate all these changes.
π― Balancing Act: Weapon and Mission Adjustments
The second paragraph delves into specific balancing updates, expressing excitement over the increased player level cap and the addition of new mission objectives. It discusses the ease of completing 'Retrieve Essential Personnel' missions due to reduced civilian requirements and changed bot drop points. The paragraph also covers the reduction of operation modifier negative effects, which were seen as more frustrating than difficult. A detailed analysis of weapon changes is provided, noting the Ark Thrower's nerf, the Guard Dog's buff, and the Anti-Material Sniper Rifle's damage increase. The paragraph ends with a mention of other weapons receiving buffs and the anticipation of further testing.
π‘οΈ Armor and Enemy Updates: Enhancing Survival
This paragraph focuses on updates related to armor and enemy changes. It mentions the improvement of medium and heavy armor by reducing damage taken by an extra 5% and 10%, respectively. The paragraph also covers various fixes, including indirect nerfs to Devastators, corrections to the Hell Pod steering, and changes to automaton enemy constellations. The paragraph concludes with a discussion on the changes made to the Ballistic Shield, aiming to provide better protection against automatons and bugs.
π€ New Automaton Units and Gameplay Tweaks
The final paragraph discusses the addition of new automaton units, such as the Gunships and the Factory Strider, which are expected to challenge players in higher difficulties. It also highlights a minor but immersive gameplay feature where Hell Divers return from missions covered in blood. The paragraph wraps up by expressing eagerness to test all the changes mentioned and to share findings with the community in future videos.
Mindmap
Keywords
π‘Update
π‘Balancing Changes
π‘Planetary Hazards
π‘Player Level Cap
π‘Weapon Buffs and Nerfs
π‘Automaton Units
π‘Gameplay Mechanics
π‘Operation Modifiers
π‘Hell Divers
π‘Patches
Highlights
Hell Divers 2 has launched a large update with balancing changes and hidden updates.
The update includes nerfing the Slugger and changing how the Ark Thrower works.
The Antimaterial Sniper Rifle and many other weapons have been buffed.
New automaton units have been added alongside typical Arrowhead style hidden changes.
Two new planetary hazards, the Blizzard and Sandstorm, have been introduced.
Player level has been increased to level 150, with some players seeing their level increase significantly.
The 'Retrieve Essential Personnel' mission has been made easier, requiring fewer civilians to complete.
The negative effects of operation modifiers that increased strategem cooldowns or call and times have been cut in half.
The Ark Thrower can no longer charge its shots and its range has been decreased.
The Guard Dog now fully restores ammo from Supply boxes.
The Anti-Material Sniper Rifle's damage has been increased by 30%.
Breaker Incendiary's damage has been increased by 33%, and all fire damage has been increased by an additional 50%.
The Liberator Penetrator now has a full auto mode.
The JAR-5 Dominator has received a 50% damage increase and a stagger increase.
The Slugger has had a decrease to its stagger and damage.
Chargers' normal melee attack now does less damage against EXO suits.
Bio Titans can no longer be stunned and Biots' damage output has been reduced.
Medium and heavy armor have been improved by reducing the damage taken by an extra 5% and 10% respectively.
Transcripts
hell divers 2 has just launched a very
large update full of balancing changes
and hidden updates which involves
nerfing the Slugger changing how the ark
thrower Works buffing the antimaterial
sniper rifle and many many others as
well as the typical Arrowhead style
hidden changes that added new automaton
units and we'll talk about those here as
well and in this video we're going to
talk about all of the changes that were
mentioned today and as always expect
some deeper testing of all of these
changes within the next few videos as we
run further experiments with all of the
changes applied so without any further
Ado let's get right down to these patch
notes as we have a lot to talk about
here first off two new planetary hazards
were added to the game the blizzard
Hazard for those frozen Maps which I
haven't found any information on it yet
as we don't have any Frozen Maps up but
odds are it will limit our visibility
and potentially slow our movement down
dramatically and potentially make
heat-based weapons either never heat up
or have a dramatically slowed the heat
charge up we also have the new Sandstorm
planetary Hazard which will probably be
found on the more sandy desert Maps
which once again there are none of those
up right now and likely will have
horrible visibility and potentially even
do a little bit of dot damage personally
I'm very excited to find out the player
level has been increased to level 150
and any players that were already level
50 and had played many games after
hitting level 50 had that XP accumulate
so when you open hell divers 2 up your
level will be adequately increased the
highest I've seen around Reddit and
Discord has been a level
134 which is quite impressive and yes we
got some cool titles to go along with it
but now down onto the biggest changes to
this update comes the balancing updates
so let's get to those now first of all
the retrieve essential personnel has
been officially made easier which is
kind of funny as I just posted yesterday
the easiest method to complete these
missions without even dying but anyways
the mission now requires less civilians
to complete the mission as well as the
bot drops and Bug breaches will now
reinforce from a further distance from
the main base as they did previously to
make things a little bit easier to
defend also destroy command bunker
missions have now more objective
locations as it was deemed too easy by
the development team personally I have
no opinions on that change one change I
definitely have an opinion on and am am
near dancing around in my room here
after having read this sentence is that
negative effect of operation modifiers
that increased strategem cooldowns or
call and times have been cut in half I
am so happy to see that I always thought
those added more of a frustration than
actual difficulty so I'm really excited
to seeing that change onto the weapons
the most effective support weapon in the
game against bugs the ark thrower has
taken a massive hit it can no longer
have charge Char its shots and requires
the full charge for each and every shot
making us do far less damage per second
however they did increase its stagger
which makes me wonder how this change
has affected the ark thrower its range
has also been decreased but I'm not sure
whether that's going to be a big deal
since the arc thrower was already super
inconsistent at long ranges anyways it's
impossible to tell whether this was a
flat Nerf or a buff without getting
hands on with the arc thrower so expect
an arc thrower video later on today
testing these changes out the guard dog
now fully restores ammo from Supply
boxes which is a minor buff to the
regular guard dog so that's pretty cool
to see the anti-material sniper rifle
has had now its damage increased by 30%
which in case you were not aware this
rifle was already one of the most
effective ways to deal with automatons
consistently and this damage buff is
undoubtedly a very welcome change to any
AMR users potentially dethroning the
autoc Cannon as the favorite Choice
against amatons but only time will tell
breaker incendiary has had its damage
increased by 33% which is a massive
change and one I can't wait to test out
later on today against the bugs I
personally thought this weapon was
already pretty good and this just made
it even better not to mention that now
all fire damage has been increased by
another 50% pertick from all sources I
don't know if you guys remember but many
patches ago when the flamethrower was
buffed its take damage was increased by
by a 50% now you add this other 50% and
boy yeah I'm just going to leave it
there but definitely expect some
flamethrowers experimentation in the
near future The Liberator penetrator now
has a full auto mode which is a welcome
change from that awful burst fire mode
and now the jar five Dominator which was
a very underwhelming weapon in Hell
diverse 2 has received a massive 50%
damage increase as well as a stagger
increase to triy to staple itself as a
proper strong primary weapon of choice
following its footsteps another
underwhelming weapon the diligent sniper
rifle has had its armor penetration
increased to medium which should make
this weapon slowly see the light of day
especially when going up against the
automatons now the Slugger is time to
light a candle up for the Slugger users
I feel for you guys bro the Slugger has
had a decrease to its stagger and a
decrease to its damage personally these
were the only things that made the
Slugger so good but now we should
probably expect Slugger users to shift
towards the Punisher Shotgun If stagger
is what they're looking for the
recoiless rifle and the spear both
recover an extra shell now from Supply
boxes and the heavy machine gun has had
its fire rate mode decreased not too
sure what the purpose there was I
understand that the heavy machine gun
performs best at lower fire rates but
I'm not sure this change will help the
heavy machine gun at all now onto the
enemy changes charger's normal melee
attack now does less damage against EXO
suits also the bi spewer and nursing
spewer do less damage with their puke
which I am very curious to test out
previously one solid puke from them
meant near instant death so I'm really
wondering how much of a decrease we're
talking about here the bio Titan can no
longer be stunned sadly that's a bit of
a shame it was a very powerful choice
for stun grenade users which actually
allowed players to line up orbital
Precision strikes or 500 kilo bombs with
extreme Ease on biot Titans shers no
longer create bug breaches and their R
dolls do far less damage which
personally I consider a welcome change
as the shers were actually posing to be
some of the strongest terminate units
since their addition making it so that
players would often just opt in for
dealing with their nests from way far
away so they would never actually have
to deal with the shriekers which surely
would mean a death or two as well as a
bug breach or two one pretty big change
they've added on this patch was the
attempt to improve medium and heavy
armor by reducing the damage we take
when we're wearing medium armor by an
extra 5% and reducing the damage we take
when wearing heavy armor by an extra 10%
personally I still think heavier armors
should have a little bit of flinching
resistance to make a flinching a little
bit more bearable when getting shot at
but this is a step in the right
direction for sure fixes they had a
bunch of them here but let's look at the
gameplay related ones there have been
some indirect Nerfs to the Devastators
especially the rocket Devastator change
goes the hell diver and the exos suit
both had a bug that made them sometimes
take explosion damage multiple times
making things like automaton Rockets be
too deadly this is now fixed potentially
reducing the damage we take overall from
rocket Devastators and other Rockets
hopefully making things a little bit
less frustrating when we're dealing with
automatons also another change goes
automaton enemy constellations that
prefer to spawn more of certain
Devastators type did not work and are
now functioning as they should this
means that sometimes when playing
against the automatons you will face
more Devastators instead of other enemy
types hopefully not too many heavy
Devastators and Rocket Devastators
though but only time will tell we've
also made several changes to how the
hell pod steering Works hopefully fixing
that very frustrating HELLP pod glitch
that doesn't let us steer in the
direction we wanted it to and lastly
from the patch notes the ballistic
shield has had a couple of changes
mostly focused on us be a little bit
less exposed when using the shield
leading to a stronger protection when
facing automatons and bugs alike but
this by reading the patch notes is not
enough it will require some testing so
that's it for all the not hidden changes
but just like every other update hell
divers 2 has had this has also a couple
of hidden changes and before we get
right to those I must ask what do you
guys think about hidden changes do you
wish they were all mentioned in the
patch notes or do you enjoy finding out
the extra changes as you go on playing
let me know in the comment section below
now onto the hidden changes we may be
missing a few here but I did my best
scraping around for as much information
as possible on this update a cool little
addition has made it so that hell divers
return from missions now covered in
blood and remain covered in blood as
they walk around the ship which is
pretty cool the biggest changes and the
talk in town is of course the new
automaton units which there are two here
to talk about one is tied behind a side
objective just like the shriekers named
the gunships which are tied behind a
side objective called the gunship
factories and these are essentially
flying drop ships that uh well have guns
I haven't gotten my hands on these yet
but I will be exploring their weaknesses
for us hell divers to destroy these Bots
and send them right back to the creek
and the other major unit is a massive
bot nearing the size of a bio Titan
known as the factory Strider and
information is going around that these
are only found in very high difficulties
all of the screenshots I have found are
either on difficulty 8 or 9 and honestly
I'm excited to face these as soon as I
wrap this video up which will be right
now these are all of the major changes
both the ones ones mentioned in the
patch notes as well as the hidden ones I
found around posted by You Hell divers
so it's time to get hands on and put all
of these changes to the test I'll be
catching You Hell divers on the next one
thank you for watching peace
5.0 / 5 (0 votes)
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