Every new change about helldivers 2
1. PLAS-15 Loyalist
– Starting magazines increased from 2 to 3
– Spare magazines increased from 4 to 5
First up is the secondary plaz 15 loyalist it had its starting magazines increased from 2 to three and spare magazines increased from 4 to 5 now.
this was one of the best secondary weapons in the game and now obviously it’s even better the increased ammo will make short work of large groups of enemies like the voteless or termined bug breaches it’s also a lot better now.
2. TX 41 sterilizer
– Removed the crosshair drift recoil
– Descreased the camera climb recoil
– The duration of the gas status effect from spray weapons has been from 6 to 10 sec
If you were a fan of this weapon before now you’re going to like it even better next up is the TX 41 sterilizer they remove the Crosshair drift recoil decrease the camera climb recoil and the duration of the gas status effect was increased from 6 seconds to 10 seconds now I was super excited for this change because I always wanted the sterilizer to be on par with the flamethrower and unfortunately I still don’t think that’s the case now don’t get me wrong those extra few seconds of the gas effect is nice when the enemies are running around like crazy
3. Mines Changed
– MD-6 Anti-Personnel Minefield ; cooldown descreased from 180 to 120 sec.
– MD-14 Incendiary Mines ; cooldown descreased from 180 to 120 sec.
– MD-17 Anti-Tank Mines ; cooldown descrease from 180 to 120 sec.
The mines that come next are the anti-personnel mines, incendiary mines, and anti-tank mines. Their cooldowns were reduced from 180 to 120 seconds, which is a significant change that helps cut off certain objectives or choke points much faster than before. I also found that this greatly helps with raise-the-flag missions or defending extraction because of how frequently you can call them. The incendiary mines received a damage buff from 210 to 300, and the anti-personnel mines received a buff from 350 to 700 damage. Additionally, both mines received a 20% spread to reduce the risk of chain explosions, which has always been a major issue.I think the mines are a pretty decent choice now, even though you’ll still occasionally run into problems with team killing and unintentionally killing yourself. However, if you pay attention, these can be pretty deadly, especially on defense missions where you want to cut off entryways and sit back and wait for the enemies to come to you. With the mines, you’ll have, like, one individual unit set off one mine, and then the entire minefield goes off, and it was kind of a waste that this definitely helps with a little bit.
4. Ballistic Shield
– Now blocks melee attack until in breaks from taking enough damage.
I think this change is fantastic because I’ve gotten myself into some pretty crazy situations with the ballistic shield backpack against the Voteless and the Terid now that they’re giving us more melee weapons. It now has the ability to block melee attacks until the shield takes enough damage and breaks. Up until now, melee builds were always sort of stupid and unworthy; you had to base your entire build around utilizing a melee weapon. However, having a shield that can block melee blows makes melee builds much more enjoyable and actually rather reliable, If you’re into melee builds and like slamming everything with a stick, I think this is a change that many people will appreciate. The risk wasn’t ever really worth the reward, but with this change, you can actually have really good melee builds using the ballistic shield. Just make sure you bring something that can take out those annoying ranged enemies. This way, you can block an entire horde of enemies, like I was cornered against the vote list and was just taking tons and tons of hits. It was a lot of fun.
5. AX/TX-13 “Guard Dog” Dog breath
Has been reworked to increase its effectiviness and to ensure it remains distinct, focusing on its unique gas-based mechanics.
– It will preserve ammo by only prioritizing enemies unaffected by the gas status effect. Once an enemey is affected by gas the drone will move on and target another unaffected enemey.
– The targeting logic has been reworked to prevent the drone from roaming too far. The origin of the targeting will be from the Helldivers position rather than the drone itself.
– The targeting range has been increased from 10 to 20m.
– The duration of the gas status effect from spray weapons has been increased from 6 to 10 sec.
The targeting logic has been reworked to prevent the drone from roaming too far; the targeting will originate from the hell diver’s position rather than the drone itself. Additionally, the duration of the gas status effect for spray weapons has been increased from 6 to 10 seconds. These changes have been made to the guard dog breath to increase its effectiveness and ensure that it stays distinct while focusing on its unique gas-base mechanics. It will now preserve ammo by only prioritizing enemies who are not affected by the gas status effect.
It’s actually kind of interesting to sit back and watch it only target enemies that don’t have the gas effect, and then as soon as that gas effect wears off on them, it goes out and sprays them some more. I think that in some cases, the dog breath is definitely much better. If you’re standing high or hiding behind cover, you can just sit back and the dog breath will go out and take care of most of the enemies for you.
6. FRV
– Helldivers have now also been authorized to deploy grenades and strategems while leaning out from the FRV
– Tuned FRV handling for a better driving experience when cornering
The FRV Before this update, driving the FVR felt like you were always on ice. No matter what the terrain was, I would always slide into things and flip over the vehicle when I went around corners. The patch note claims that it helps divers who are now authorized to deploy grenades and stratagems while leaning out of the FRV. They also adjusted the FRV handling for better driving experiences when cornering. Today, it’s not flawless, and it still feels clunky, but it’s at least much more manageable.
Now, that’s not really the case; I was able to make some pretty sharp turns at full speed without flipping over, so that’s nice. I think it still needs some work going forward, but you’ll notice a big difference the next time you drive this thing. As for using strategies while inside, it’s kind of neat, though I suppose it feels awkward, especially if you’re using a controller. You have to hold down the trigger to hold yourself outside of the vehicle, and then you have to hold in the bumper to bring up your strategy menu.
Entering orders makes it feel strange in your hands, but it’s much more enjoyable now when you’re driving by and all of your colleagues are chatting about strategy while you’re moving. It’s a great improvement that you can even do It’s also nice that this is a lone player. These ended up being some pretty cool changes, and I hope that the FV continues to evolve in this way moving forward. There were a few occasions when I was driving alone and then, using a strategy at the nearby objective, switched to the passenger seat. I then switched back to the driver’s seat and drove away.
7. Helldiver
– The Ministry of humanity has added a clause to its Principles of correct posture for safe lifting, now allowing helldivers to jog while two-handed items such as barrels and SEAF Artillery rounds.
Next up is a minor modification, but you can now jog while carrying bombs or explosive barrels. This is really great because it eliminates the need to repeatedly press the drop button and pick it up, making it less annoying whenever you need to load up the seaf artillery. I firmly believe that this is a pretty good quality of life change, and you’ll notice a significant difference the next time you try to pick up a barrel or something.
8. Bile Titan holes & Shovel
The new bile Titan holes and the new shovel are the final two hidden changes that were included in the patch but weren’t mentioned in the patch notes. To be honest, the new bile Titan holes are rather frightening, and people wanted more of a challenge on those harder difficulties. Adding this one new bug hole can make it much harder because if you don’t close it right away, you could quickly become overwhelmed by about eight bile Titans. For that reason, I advise closing this hole as soon as you see one.
This change, in my opinion, is really cool because it changes things up a bit and makes the game much harder without adding a whole new difficulty. I hope they do more things like this in the future to make the game harder because it can get harder without adding a difficulty of 11 or 12, or anything else like that. It’s also pretty easy to counter, but if you don’t take care of it, it can get really out of control very quickly. It’s also really cool when you get up close and you see this enormous bug hole; it’s pretty neat.
The shovel is really quite nice. I mean, the problem with the shovel is that it just isn’t very practical; it takes forever to actually dig a decent-sized hole, so digging a hole to give yourself some cover isn’t very useful unless you try to plan out an attack beforehand. If you’re going to be in the middle of a gunfight, which is realistic, you won’t be able to pull out the shovel and dig a decent-sized hole. At one point, my friends and I were playing around with it and having a good time, so we dug a big hole, filled it with mines, and then lured some automatons into it.
Okay, it seems that’s all we’ve shared about the latest update of Helldivers 2, hopefully this can help you understand the patch.
Good luck fighting Helldivers and have fun playing with your friends.