Testing EVERYTHING In The New Helldivers 2 Update | HUGE Patch, Bug Fixes, Buffs, Nerfs & More

Doms Roundtable
6 Mar 202416:47

Summary

TLDRThis video script provides a detailed breakdown of the latest game-changing patch for Hell Divers 2. The host meticulously analyzes the significant weapon buffs, nerfs, and adjustments to key strategems, shedding light on their impact on the game's meta. From the nerfed rail gun's reduced effectiveness against durable enemy parts to the flamethrower's potent 50% damage increase, the script delves into the intricacies of each weapon's newfound strengths and weaknesses. Additionally, it covers crucial bug fixes, such as improved armor rating functionality and visibility issues during sandstorms. With a sponsor integration and a comprehensive overview of the patch's highlights, this script promises an enlightening and engaging experience for Hell Divers 2 enthusiasts.

Takeaways

  • ๐Ÿ”ซ The railgun has been nerfed with decreased armor penetration and damage against durable enemy parts, making it less overpowered.
  • ๐Ÿ”ฅ The flamethrower has received a 50% damage increase, making it a viable option against heavily armored enemies.
  • ๐ŸŒก๏ธ The laser cannon has improved armor penetration, increased damage against durable parts, and faster movement speed while in use.
  • ๐Ÿ’ฃ The breaker has been nerfed with reduced magazine capacity and increased recoil, making it less dominant.
  • ๐Ÿ”ซ The punisher shotgun has been buffed with increased ammo capacity, stagger force, and bullet damage.
  • ๐Ÿ”ซ The breaker spray has improved armor penetration, fire rate, pellets per shot, and can now destroy eggs.
  • ๐Ÿ›ก๏ธ The personal energy shield backpack has been nerfed with an increased delay before recharging after being breached.
  • ๐Ÿ’ฅ The 120mm and 380mm orbital barges have been buffed with doubled durations and decreased spread, making them more viable.
  • ๐Ÿœ Eradicate missions now require more kills to complete, reducing the effectiveness of farming them for XP and medals.
  • ๐Ÿ”ง Several important bug fixes have been made, including armor rating values working as intended, improved visibility during sand rain, and better grenade interaction with bug holes.

Q & A

  • What major changes were introduced in the Hell Divers 2 patch?

    -The patch included significant changes to several weapons, strategems, and gameplay mechanics. Some key changes were nerfs to the railgun's armor penetration and the breaker's magazine capacity, buffs to the flamethrower's damage and laser cannon's armor penetration, and changes to the orbital barges and personal energy shield backpack.

  • How was the railgun nerfed in the patch?

    -The railgun had its armor penetration decreased in safe mode, and its damage against durable enemy parts, like chargers' legs, was reduced. This means it takes longer to destroy heavily armored parts of enemies.

  • What improvement was made to the flamethrower?

    -The flamethrower received a 50% damage increase, allowing it to kill chargers in around 7 seconds when uninterrupted. This makes the flamethrower a more viable option, especially against heavily armored enemies.

  • How were the laser cannon and orbital barges buffed?

    -The laser cannon received increased armor penetration, increased damage against durable enemy parts, and faster movement speed while using it. The 120mm and 380mm orbital barges had their durations doubled, decreased spread, and are now more accurate and reliable for taking out large nests and factories.

  • What change was made to eradicate missions?

    -Eradicate missions now require more kills to complete, approximately twice as many as before. This means they take longer to complete and farming for XP and medals on these missions is less effective.

  • How did the patch address the issue with armor rating values?

    -The patch fixed an issue where armor rating values were not reducing damage as intended. After the fix, higher armor ratings provide better protection against enemy attacks, making heavy armor more viable.

  • What bug related to weather effects was fixed in the patch?

    -The sand rain weather effect on AATA had significantly lower visibility than intended, making it almost impossible to see enemies. The patch fixed this, improving visibility during sand rain weather while still maintaining a reduced visibility effect.

  • What change was made to bunker button interactions?

    -The patch changed the button interaction behavior for bunkers. Players will now automatically let go of the button after holding it for a few seconds, requiring coordination with teammates to avoid being locked out of the bunker for a few seconds.

  • How did the patch affect friendly fire?

    -Previously, Hell Divers were immune to fire, gas, and other status effects generated by their allies. After the patch, players can now take damage from these effects, requiring more caution when using abilities like orbital gas strikes, napalm, and flamethrowers.

  • Was the flashlight efficacy improved in the patch?

    -According to the patch notes, the flashlight efficacy was improved. However, the script's author did not notice a significant difference and stated that the flashlight could still be better.

Outlines

00:00

๐ŸŽฎ Major Hell Divers 2 Patch: Weapon Buffs, Nerfs, and Meta Shifts

The video script discusses a massive update for the game Hell Divers 2, which has significantly impacted the game's meta. Key changes include bug fixes, weapon buffs and nerfs, and stratagem modifications. The railgun, a powerful weapon, has been nerfed with decreased armor penetration and reduced damage against durable enemy parts. The flamethrower and laser cannon have received substantial damage and armor penetration buffs, making them more viable options. The breaker has been nerfed with reduced magazine capacity and increased recoil, while the punisher shotgun and breaker spray have been buffed with increased ammo capacity, stagger force, and armor penetration.

05:01

โš”๏ธ Stratagem Changes and Eradicate Mission Adjustments

The video script covers changes to various strategems in Hell Divers 2. The personal energy shield backpack has been nerfed with an increased delay before recharging after being breached. The 120mm and 380mm orbital barges have received buffs, with doubled durations and decreased spread, making them more powerful and accurate for taking out large nests and factories. Additionally, eradicate missions now require more kills to complete, approximately twice as many as before. This change aims to increase the mission completion time and reduce the effectiveness of farming for XP and medals on these missions. The use of mortar sentries will also be less effective as they may run out of ammo before the mission ends.

10:03

๐Ÿž Bug Fixes and Quality of Life Improvements

The video script highlights several important bug fixes and quality of life improvements in the Hell Divers 2 patch. Standing near the ICBM during launch will now properly damage and potentially kill players. Armor rating values have been fixed to reduce damage as intended, making heavy armor a viable option. The sand rain weather effect on AATA has been adjusted to improve visibility. Certain bug holes that were unnecessarily difficult to destroy, such as stalker nests, have been fixed for easier grenade destruction. Button interaction behavior in bunkers has been changed, requiring coordination among players to hold the button for entry. The flashlight efficacy has been improved, although the extent of the improvement is debatable.

15:03

โš ๏ธ Friendly Fire and Damage Sharing

A significant change introduced in the patch is that Hell Divers can now take damage from fire, gas, and other effects generated by other players. This means that allies' orbital gas strikes, napalm strikes, and even flamethrowers can harm friendly players if they are in the affected area. This change aims to promote more careful coordination and awareness among teammates when using area-of-effect abilities and weapons.

Mindmap

Keywords

๐Ÿ’กMeta

The 'meta' refers to the most effective and widely adopted strategies, tactics, or builds used by players in a game. In the context of the video, the meta for Hell Divers 2 has been shaken up due to significant changes made in a patch. This implies that previously dominant weapons, abilities, or approaches may no longer be as effective, forcing players to adapt and discover new optimal combinations.

๐Ÿ’กPatch

A patch refers to an update or modification made to a video game after its initial release. Patches are typically issued by developers to address issues, bugs, balance problems, or to introduce new content. In this case, a major patch for Hell Divers 2 has brought about substantial changes to weapons, abilities, and gameplay mechanics, altering the established meta.

๐Ÿ’กBuff

A 'buff' is an improvement or enhancement made to a particular game element, such as a weapon, ability, or character stat. The video highlights several buffs to weapons like the flamethrower and laser cannon, making them more powerful and viable options compared to their previous state.

๐Ÿ’กNerf

A 'nerf' refers to a deliberate weakening or reduction in the effectiveness of a game element, often done to maintain balance or counter overpowered items or strategies. The video discusses nerfs applied to weapons like the railgun and breaker, making them less dominant in the new meta.

๐Ÿ’กArmor Penetration

Armor penetration is a game mechanic that determines how effectively a weapon can bypass or overcome the armor or defensive capabilities of an enemy. Changes to armor penetration values for certain weapons, like the railgun and laser cannon, have impacted their performance against heavily armored foes in Hell Divers 2.

๐Ÿ’กStratagem

A stratagem refers to a tactical ability, item, or support option that players can employ in the game. The video covers changes made to strategems like the personal energy shield backpack and orbital barges, altering their effectiveness and viability in combat situations.

๐Ÿ’กEradicate Mission

Eradicate missions are a specific type of gameplay mode or objective in Hell Divers 2 that involves eliminating a certain number of enemies or bugs. The patch has increased the required kill count for these missions, making them more challenging and time-consuming to complete, impacting farming strategies.

๐Ÿ’กBug Fix

A bug fix is a correction made to the game's code to address an error, glitch, or unintended behavior. The video outlines several bug fixes included in the patch, such as resolving issues with armor rating values, sand rain visibility, and the destruction of certain bug holes.

๐Ÿ’กRecoil

Recoil is a game mechanic that simulates the kickback or upward force experienced when firing a weapon, making it more difficult to control and maintain accuracy. Increased recoil values for weapons like the breaker have been implemented in the patch, requiring more skill and precision from players.

๐Ÿ’กStagger

Stagger refers to a gameplay effect that temporarily disrupts or interrupts an enemy's actions, often by inflicting a stun or knockback. The Punisher shotgun has received a buff to its stagger force, making it more effective at crowd control and suppressing enemy movements.

Highlights

The rail gun has had its armor penetration decreased in safe mode, and decreased damage against durable enemy parts, making it less effective against heavily armored enemies.

The flamethrower has received a 50% damage increase, allowing it to kill charges in around 7 seconds and making it a viable option against heavily armored enemies.

The laser cannon now moves faster, has increased armor penetration, and increased damage against durable enemy parts, making it a potential support weapon to use.

The breaker has had its magazine capacity reduced from 16 to 13, and increased recoil, making it less effective for spray and pray tactics.

The Punisher shotgun has received a 50% ammo capacity increase, increased stagger force, and increased bullet damage, making it a powerful offensive and defensive weapon.

The breaker spray and prey has had increased armor penetration, fire rate, and pellets per shot, but reduced magazine size, making it a viable crowd control option.

The personal energy shield backpack has been nerfed with an increased delay before recharging after being breached.

The 120mm and 380mm orbital barges have had their durations doubled and decreased spread, making them more viable and powerful against big nests and factories.

Eradicate missions now require more kills to complete, approximately twice as long, making mortar sentries less effective as they may run out of ammo.

Standing next to the ICBM during launch will now result in the hell diver's spontaneous combustion.

Armor rating values now work as intended, making heavy armor a viable option and allowing players to become tanks.

The sand rain weather effect on AATA has been fixed, improving visibility compared to the unintended low visibility previously.

Certain bug holes that were unnecessarily hard to destroy, including stalker nests, have been fixed and are now easier to blow up.

Button interaction behavior for buttons in bunkers has been changed, forcing players to coordinate when pressing and holding buttons to enter.

Hell divers can now take damage from fire, gas, etc. generated by other players, making coordination and awareness of friendly abilities crucial.

Transcripts

00:00

hello my friends there has been a huge

00:02

patch for hell divers 2 which has

00:04

completely shaken up the meta some very

00:08

important bug fixes that we have been

00:09

begging for since day one along with

00:12

massive changes to some very key weapons

00:15

and strategems I have spent all day

00:18

testing out everything in this patch so

00:20

that you don't have to so let's take a

00:23

look at the top 15 highlights you need

00:25

to know from the latest hell divers 2

00:27

patch as I take you through what that

00:29

actually means for you so let's start

00:32

off by taking a look at the six weapons

00:35

that have been changed some fantastic

00:37

Buffs and Nerfs and we'll start off with

00:40

the biggest upset the rail gun

00:43

personally I feel like this thing did

00:45

need nerfing not because I hated how

00:48

strong it was but because of the fact

00:50

that I was upset for all the other

00:51

amazing weapons in this game that

00:54

weren't being used just because they

00:56

weren't as powerful to be specific the

00:59

rail gun has had its armor penetration

01:02

decreased in safe mode you can offset

01:05

this still by holding down the reload

01:07

button and switching into unsafe mode

01:09

however as you probably know doing so

01:11

and overcharging the shot means you blow

01:14

up and the other potentially even big

01:17

enough is the fact that they have

01:18

decreased damage against durable enemy

01:21

Parts this means no more to shotting the

01:24

armor off of charger's legs so that you

01:26

can obliterate them in a matter of

01:29

seconds this also applies for certain

01:31

Bots bile Titans Hive guards anything

01:34

that has destructible parts that you can

01:36

shoot off of enemies the rail gun will

01:39

still do this it will just be weaker and

01:42

slower to do so at first during my

01:45

testing it looked like the rail gun shot

01:47

was just ricocheting off but this is

01:49

actually a visual representation of a

01:52

portion of the damage ricocheting off

01:54

and as you can see eventually this

01:56

charger does go down it will penetrate

01:58

the leg it just takes a lot longer

01:59

longer and it is definitely now not the

02:02

most efficient way to do so next up a

02:05

huge buff for the flamethrower it has

02:09

had a 50% damage increase uninterrupted

02:14

this thing can now kill charges in

02:16

around 7 Seconds as you can see it's

02:19

melting through brood commanders Hive

02:21

guards SES of enemies in mere seconds as

02:24

long as you aren't allowing enemies to

02:26

get in your face and Hunters aren't

02:28

transferring their burning status onto

02:30

your own self then the flamethrower is

02:33

now a really really viable option and

02:36

because the Flames ignore armor it is

02:39

even a fantastic option for heavily

02:41

armored enemies as I say such as the

02:46

charger next up we have got the laser

02:49

cannon which not only moves so much

02:52

faster now whilst you are using it it

02:55

also has increased armor penetration and

02:57

increased damage against dur enemy Parts

03:01

watch this space I'll be doing a lot of

03:03

testing with the laser cannon now that

03:05

it's had these improvements because this

03:07

could now be the support weapon to use

03:10

obviously with so many changes to the

03:12

meta and so many Buffs and Nerfs that

03:14

means new build guides new most

03:17

efficient ways to kill all the enemies

03:19

so make sure you subscribe because I'll

03:21

be doing loads of testing over the next

03:23

few days and pumping out a bunch of

03:25

videos to help you really understand the

03:27

changes to these weapons but as you can

03:30

see the laser cannon is now so effective

03:33

I love the fact that as long as you

03:34

don't allow it to overheat it

03:36

effectively has unlimited ammo and

03:38

unlike bullets there is no drop off

03:41

range as long as it can hit an enemy

03:43

even if they are 50 or 100 m away it

03:46

will do maximum damage to them this is a

03:49

great weapon for sniping high value

03:52

targets before they have chance to get

03:54

anywhere near

03:56

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03:59

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link in the description or scan the QR

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code with your phone and next up we have

05:05

got changes to three Primary Weapons as

05:08

well in no particular order the breaker

05:11

has been nerfed significantly it's

05:14

magazine capacity being reduced from 16

05:17

to 13 and my god when you're using it do

05:21

you realize that them extra three shots

05:23

really made a difference this is not as

05:26

good as it was and I'm very happy about

05:28

this because means other weapons are now

05:31

viable everyone just used the breaker

05:33

because there was no reason not to and

05:36

on top of the magazine capacity Nerf it

05:38

also has had a recoil increase nearly

05:42

twice as much from 30 to 55 meaning you

05:47

can no longer just spray and prey with

05:49

it the recoil does start to go a bit

05:51

Haywire if you try to pump out all 13

05:54

Rounds at once so still very good don't

05:58

get me wrong but there is now more more

05:59

viable options which makes me so happy

06:02

and talking of more viable options the

06:05

next primary weapon we'll look at is the

06:08

Punisher this was actually my favorite

06:10

shotgun for the longest time and I'm now

06:13

so happy how insanely powerful this

06:15

thing has become it's had a 50% ammo

06:18

capacity increase from 40 to 60 shots it

06:23

also has increased stagger Force so as

06:26

long as at least some of your spread is

06:28

hitting your taret taret they're going

06:30

to be staggered for longer meaning this

06:32

is actually a great offensive weapon to

06:34

use defensively and on top of that it's

06:37

bullet damage has been increased from 40

06:40

to 45 damage per bullet and the final

06:44

weapon that we'll be looking at today

06:45

before we move on to bug fix's

06:47

strategems and more is the breaker spray

06:49

and prey firstly and most importantly

06:52

this has had increased armor

06:54

penetration if you've seen my video a

06:56

few weeks ago you will know that it was

06:58

unable to even even destroy eggs before

07:01

it can now destroy eggs thank God for

07:03

that it's also had its fire rate

07:06

increased from 300 to 330 its number of

07:10

pellets per shot increased from 12 to 16

07:13

and the magazine size reduced down from

07:16

32 to

07:18

26 overall it shoots faster with even

07:21

more bullets so it's now even more spray

07:24

and even more prey than ever with the

07:28

added bonus that it can

07:29

now penetrate armor thankk God because

07:32

this thing was genuinely useless there

07:35

was not a single situation where you

07:37

would ever use this gun it was so weak

07:40

whereas as you can see now it can

07:42

actually kill things and it is

07:43

potentially somewhat viable in crowd

07:46

control

07:47

situations next up let me show you the

07:49

three strategems that have been changed

07:52

the Highlight is that the personal

07:54

energy Shield backpack has been nerfed

07:56

and the 120 mm and 300 1880 mm orbital

08:00

barges have been buffed let me talk to

08:03

you about the specifics now the energy

08:05

Shield backpack now has an increased

08:08

delay before recharging once it has been

08:10

taken out so when an enemy breaches that

08:13

Shield it takes longer before it comes

08:15

back online and starts protecting you

08:17

again I don't know the exact amount of

08:19

seconds off the top of my head but the

08:22

editor for this channel my wonderful

08:24

wife I'm sure is about to give you a

08:26

demonstration side by side of how long

08:28

it took to recharge before and how long

08:30

it takes to recharge now so let me just

08:32

pretend I know what that is wa oh my God

08:36

what a what a Nerf that's that's a long

08:38

amount of time is that convincing okay

08:42

swiftly moving on we have also got the

08:44

120 mm and 380 mm orbital barges these

08:49

have had huge Buffs they are now so

08:52

viable and I'm really excited about this

08:55

both of them have had their durations

08:57

doubled so using the 38 80 mil as an

09:00

example it now lasts for a full 30

09:03

seconds dropping down upwards of 20

09:06

shots and it also has a decreased spread

09:10

and please don't take decreased spread

09:13

to mean Nerf this is a really good thing

09:16

cuz as you know these barges cover huge

09:19

huge areas this just means it's now less

09:22

random less likely to miss it Target

09:25

less likely to hit you and your

09:26

teammates and as you can see here on my

09:29

first ever use of it it manages to take

09:31

out the entirety of a medium Nest

09:34

without me even needing to step foot in

09:36

it I wanted to love these barges before

09:40

because in theory they sound so cool

09:42

they look so awesome but they were so

09:44

unreliable before not anymore with the

09:47

increased duration and the more accurate

09:50

spread they are now really viable and

09:52

really powerful especially for taking

09:55

out big nests and factories the next

09:58

update before we take a look at the

10:00

important fixes is the fact that

10:03

eradicate missions now require more

10:06

kills to complete anyone who has seen my

10:09

leveling guide will know that you could

10:11

easily drop into an eradicate Mission be

10:14

it bugs or bot spots being preferred

10:16

plun down a load of mortars and complete

10:19

the mission in 2 minutes flat the devs

10:22

have stated the time to complete the

10:23

mission was previously far shorter than

10:26

intended and should now take

10:28

approximately twice as long to complete

10:31

doing a solo eradicate Mission here just

10:34

on medium difficulty to test as you can

10:36

see the amount of bugs needed to kill

10:38

now is

10:40

225 when previously on a medium Mission

10:43

it would have been only around a 100 or

10:45

so even though I was killing them all

10:47

very quick and very efficiently it took

10:50

somewhere in the range of 7 minutes to

10:51

complete as opposed to the 2 minutes

10:54

that we are used to so yes this has been

10:56

significantly nerfed no more farming for

10:59

XP and medals on eradicate missions and

11:02

on top of that another side effect of

11:04

this that I want to make sure you're all

11:06

aware of is that mortar sentries will

11:08

now become less effective in these

11:10

missions because they can and almost

11:13

definitely will run out of ammo far

11:16

before the end of the mission so if

11:18

you've just brought in a load of

11:20

sentries by the time they'll run out of

11:22

ammo they will still be on cool down and

11:25

the second half of the mission will now

11:26

be far more challenging because you will

11:29

have no strategems to back you up

11:32

therefore please make sure you are

11:34

taking a more diverse portfolio of

11:36

Weaponry into these missions with you or

11:38

you will really struggle in the latter

11:40

half now we're on to the seven big

11:43

important fixes for this patch and I've

11:45

just realized this video is going on far

11:47

longer than I initially expected it to

11:49

so let me try and hurry it up here so

11:51

I'm not wasting too much of your time so

11:53

you can get back to diving for Freedom

11:55

as soon as possible if you stand next to

11:58

the ICBM during launch the devs have

12:01

said and I quote hell divers will get

12:04

properly toasty with a Chance of not so

12:07

spontaneous combustion and yes as you

12:10

can see here when you stand by the ICBM

12:12

it g melt you next up the biggest and

12:15

best thing for me personally armor

12:17

rating values not reducing damage as

12:21

intended has been fixed armor rating now

12:24

works to test that I put the biggest and

12:28

beefiest armor on here this one doesn't

12:30

even have any traits or perks it just

12:33

has the highest armor rating in the game

12:35

and as you can see I am taking a beating

12:38

from hive guards and they are barely

12:40

doing anything to me it's taking like

12:42

seven shots just to get me down to low

12:44

Health having these armor rating values

12:46

working is going to be such a game Cher

12:49

no longer are traits the only thing to

12:51

worry about heavy armor is now very

12:54

viable and you can and will be a tank

12:59

next up something that I didn't even

13:00

realize was an issue but now that it's

13:02

been fixed it is mindblowing the sand

13:06

rain weather effect on AATA has been

13:09

fixed visibility was substantially lower

13:13

than the developers intended originally

13:15

as you can see in this older clip I

13:17

literally cannot see anything it is

13:20

absolutely abysmal it was pain and of

13:23

course I died instantly trying to defend

13:26

myself against waves of basically

13:28

invisible enemies however now towards

13:31

the end of this eradicate Mission sand

13:33

rain weather effect does come into play

13:35

and as you can see visibility has been

13:38

lowered but I can still see and this was

13:41

actually such a relief to read this in

13:43

the fixes and find out that this was a

13:46

bug and not something that was intended

13:49

and talking of bugs certain bug holes

13:53

that were unnecessarily hard to destroy

13:56

have been fixed this includes as I'm

14:00

sure many of you will be praying stalker

14:02

nests there are certain nests that it

14:05

seemed you would throw grenade after

14:07

grenade at and they would not explode

14:09

unless you got the perfect angle they

14:11

seemed to be really finicky and only

14:14

blow up under certain conditions this

14:16

has been completely fixed and the angle

14:19

at which you can throw your grenades at

14:21

holes has become far more generous and

14:24

even if you're slightly off your grenade

14:25

will find your way into that hole and it

14:27

will be destroyed first time as we move

14:30

into the final three changes For Better

14:32

or For Worse the button interaction

14:35

behavior for buttons in bunkers has now

14:38

been changed you will now automatically

14:41

let go of the button after holding it

14:43

for a few seconds meaning you do

14:44

actually have to coordinate with your

14:47

fellow hell divers when you press it

14:49

because if you press and hold for too

14:51

long when it forces you off the button

14:53

you'll be locked out of the bunker for a

14:54

few seconds and on high difficulty

14:57

missions this is very Val valuable time

14:59

loss so now you do actually have to

15:01

synchronize and coordinate when you're

15:03

going to push the button to allow you to

15:04

enter the bunker next up and the one

15:07

change that I think could still do with

15:10

some improvements apparently the

15:13

flashlight efficacy has been improved I

15:15

don't really see any difference at all

15:17

if I'm entirely honest with you I feel

15:19

like the flashlight could still be

15:21

better apparently as I say it has been

15:24

improved but I don't know I'll leave

15:26

that one up to you as to whether you

15:28

feel like the flashlights are any use at

15:31

all at the moment and finally something

15:33

that's going to be the cause of a lot of

15:37

friendly deaths hell divers can now take

15:40

damage from fire gas Etc generated by

15:44

other players that's right it was not

15:47

intended that if someone threw down an

15:49

orbital gas strike you would be

15:51

unaffected now if you're anywhere near

15:53

it just like all of the bugs and Bots

15:55

you are going to choke and you are going

15:56

to die so now be very careful when your

16:00

teammates are throwing down Napalm

16:01

strikes orbital gas strikes and even the

16:04

flamethrower that will probably be much

16:07

more used now with the buff so yes any

16:11

fire any gas any status effects that

16:13

your allies produce they can and will

16:16

hurt you as intended and with that my

16:19

friends that is the 15 most important

16:21

highlights from today's patch make sure

16:24

you give the video a thumbs up so this

16:26

reaches as many people as possible also

16:28

your thoughts on this patch down below

16:30

I'd love to read them and finally

16:31

subscribe for the plethora of upcoming

16:34

guides based around all of these huge

16:36

improvements and with that my friends

16:38

all that's left for me to say is thank

16:40

you so much for watching I hope you have

16:42

an amazing day and I'll see you in the

16:44

next one

16:45

byebye