*Timestamps for those who are curious!* 0:00 - Start 0:20 - 60 day recap (Looking back over the past 63 days with Johan and Mikael) 1:42 - Progression (Galactic War and the Game Master) 3:00 - Community (Communicating with the community, livestreams, closed betas) 4:35 - Start of looking into the patch notes for day 63 with Johan and Niklas 5:50 - Minimap Visibility 6:17 - Helldiver Armour 7:14 - Plasma weapon changes (Includes Purifier, Scorcher, AND Punisher Plasma changes) 9:23 - Assault Rifle changes (All Liberators (Minus the Concussive), Adjudicator, Tenderizer) 11:30 - JAR-5 Dominator changes (Moved to the *Special* category now) 11:55 - Sidearm changes (Stim Pistol, Verdict, and Senator) 13:24 - Grenade changes (High Explosive, Throwing Knives, Frag Grenades, Incendiary Grenades) 14:50 - Autocannon changes (FLAK rounds (Programmable ammo)) 16:44 - Recoilless Rifle changes (High Explosive rounds (Programmable Ammo) 17:35 - Stalwart changes (Faster ergonomics) 18:08 - Machine Guns changes (Both HMG and MG got increased magazine size) 19:20 - Jump pack changes 20:06 - Drone (Guard dog) Backpack changes 21:54 - Shield Generator Backpack mentioned ( *NO CHANGES* - They just mentioned it) 22:18 - Sentry changes (Lower cooldowns for multiple sentries) 22:49 - Mine changes 23:20 - Tesla tower changes 23:54 - Shield Generator *Relay* changes 25:06 - Patrol Spawning changes 27:06 - Terminid changes (Enemies) 27:46 - Automaton changes (Targeting and enemies) 31:28 - The End! _Apologies if I didn't get into the nitty gritty for each section or if I potentially missed anything! I hope you still get use out of this!_
If you guys are reading the comments then please understand we DONT need other currencies. The Requisition slips are useless. Give us more ways to spend them and your problems are solved.
For many of us, we are completely full up on every kind of currency, with nothing to spend them on. It would be awesome to have more ways to spend what we already have!
The way they described the DSS implied it would function as a resource sink for the entire playerbase, where we donate our excess samples toward giving new toys to every diver once it's done, and that sounds amazing.
Yes please, often I deploy as a heavy kill specialist and bug hole man.....I come out with a crap amount of kills, at least let me know I killed the most bile titans or closed the most bug holes!
“We noticed the shield backpack was over represented. So Instead of doing anything to the shield generator pack, we’re trying to make the other backpacks more powerful and appealing” This is how Balancing should work. Nobody likes it when you nerf the most utilized weapon/equipment in the game. Almost always brings negative feedback, barring the exceptions when a weapon is just comically OP. Approaching balancing from the perspective of “everyone uses this thing cause it’s better than the rest, let’s make the other options just as good so people can switch it up and play according to their style and not have to conform to the one thing that’s currently the best” is what we want as a community
Its not how all balancing should be, it really depends on the game. Overwatch does this and its in the worst state its ever been in. This seems to work amazingly for helldivers tho
man it is so insane seeing developers actually talking about their thoughts behind buffs and nerfs and actually talking about the impact those changes have on players.
@@metarugia3981 ..... Nah fam 😅 They're pretty transparent, don't get me wrong... Maybe the most transparent in the AAA space? Or I guess they might be AA, not sure. But many indie studios are far, far more transparent. Not that it's better either way, I'm just pointing out a factual error. I *like* when studios have surprises in store for us.
@@Fantastic_Mr_Fox Steven Shariff from Intrepid Studios is probably one of if not the most transparent in this space, as of currently. At least to my knowledge.
@@OfficialJamesGardner Oh the charger might be living but he made one fatal slip When he tried to match the Diver with the big iron on his hip Big iron on his hiiiiiip
Dunno about other players, but my biggest reason for not using the tesla tower isn't it's damage or cooldown timer, but the fact that it's a huge friendly fire hazard. I had missions where more people died to one slightly missplaced tesla tower than to the enemy. Mine fields are easier to navigate around than those things.
@@aarepelaa1142 Going prone for an extended period of time vs termanids is a great way to die in between the arc shots, or to a hunter closing in from the opposite direction (or titan, or charger). The ability to get chain bounced at incredible distances means it's a threat at incredible distances (up to 60m), especially with fog or rock formations to obscure where it or enemies can be. Flame is controllable and easy to avoid, ditto for gas, the arc thrower needs the firer to be aware of what's behind what they're shooting at, but the arc tower is just a menace unless your team takes the armor for you. It'd be better as a booster choice, "grounded supplements" or "Anti-static armor spray" to do what the current armor does. If the new tower fire rate makes it a 1 stop shop for closing a bug breach, maybe it's a top tier pick, even with all that.
@@sas_stk This is true, it makes for some fairly awkward situations where you assume telling a random teammate to go prone will save them, and they die anyway and you look like a shitty teammate :(
I wonder if the developers will see: There is an idea, but what if we make an armor scale that will be spent before the player's health is spent. And when it is spent, the damage will go directly to the body. You can add a sound effect when the armor is broken to notify the player that it has come to an end. The armor could be stronger or weaker depending on the class of armor set that he chose, and depending on the armor parameters themselves. Conventionally, light armor would be easier to break than medium armor (and body damage would be independent of the armor class). Armor could be repaired by picking up supplies, and past pieces of broken armor would simply fall to the ground and disappear after a while (like empty weapon magazines or casings). Also, it would be cool to see a new property on medical armor that would automatically inject stim into you when the character is near death.
They still deserve multi-player game of the year award. Despite what everyone said, despite the missed opportunities with balance, I still had fun. Some of the most fun with gaming in years. Looking forward to what's next to come
There was a pretty big number of people that couldnt play with friends and left the game because of it. Those issues still arent fixed and have been under the "known issues" part of every patch notes since release. You had fun, but because of the glaring multiplayer issues, it doesnt deserve that award. I had fun too but i have plenty of friends that dropped the game due to not being able to play their friends
Helldivers is the most one of a kind games ever. I run through every emotion i look for in gaming: -Last second extractions when everyone cheers for you -Selfless sacrifice with calling a barrage on yourself, or giving the samples to a buddy and leaving alone to kill a stalker nest while others extract. -Mounting a HMG emplacement and mowing down enemies -The triumph after a full map clear mission -Calling in 4 barrages in a spot yelling LIBERTY -Stimming a dying friend -Feeling like a killing machine when you dodge a charger while shooting a titan with a recoilless, only to then complete the objective -Having a relaxed difficulty and messing around with the idiots we call friends XD -OR simply picking up that flamethrower and living out or childhood dream of burning down the entire hive. All im saying is I have never came across a game that gives so many core emotions.
As an a HUGE jump pack fan, I got so giddy hearing that it got a buff! Edit: After testing it I have some pros and cons (ignoring glitches). Pros: You can get much more distance per jump and can jump more often. Cons: The verticality per jump is greatly decreased. It’s also harder to stay still with a jump due to the automatic forward boost the pack gives you. This makes jumping to ledges and getting the high ground much harder, meaning it has less practicality against bots. My suggestion for a fix: Decrease the forward boost slightly and add an upwards boost instead. Us divers want to be able to ride a bile titans Johnny Rico style!
Don't get too excited :D It will take a lot of time to get used to. Jumping to the double stacked containers from ground will just ragdoll you on the edge. Also hitting ledges/corners will heavy ragdoll you. Its more fun now for sure but you might have occasional moments of frustration.
Right. I was just hoping they’d fix the glitch where you can’t use some support weapons to fire in the general area of where your looking. It works with all MG’s but not flame throwers or others.
I love how they change the objective for the whole team as soon as someone spot them and I hate them because they are stalkers of course 😅 it gives a bit of pressure and it contributes to the whole gameplay atmosphere in a positively negative way 😅 I think one of the best unique enemy in the game and well balanced. No nerf needed to them otherwise you would loose that small adrenaline boost it gives when you see them.
Facts. Not only did they make changes but they also made an entire basis on how they will make future balance changes. These guys for a small studio really cooking like pros
This is something that I was trying to say when everyone was being so negative. I was seeing a lot of comments about people not trusting the devs that they were listening or asking why things were taking so long. This stuff takes time, I'm sure they had to change a lot of internal development philosophy to get the results they wanted. This was their chance to that they were listening, which I repeatedly told people, and I'm happy to see that they did.
There’s still some quirks like the concussive sucking balls, but overall I’m so proud of this game for where it is today. It’s gone very far and I feel like I’m having as much fun as I did on launch day.
I have to say I am very pleasantly surprised by how well the 60 day plan turned out. A lot of my friends complained about how there wasn’t really any communication during the 60 days. But it turns out, that’s just how a sprint works. Too much communication will make every design decision devolve into knee jerk PR decisions, which makes it hard to actually come up with a cohesive balance plan.
I tried the Plasma Punisher this morning for a few minutes and was disappointed in how it feels now. I'll try to see if I can get the hang of it with more play time, but worst case I may just try to learn a different Primary if I can't adapt. I loved how the Plasma Punisher was able to lob shots on the Bots behind cover; when I played it this morning it felt like I was using the Scorcher. I never really used it for close range UNLESS I was wearing the armor with Explosive Resistance for unexpected close quarter situations, but I mostly used the Senator for any close range encounters. Still a great patch though, I'm not complaining.
It used to be my favorite weapon. Now I have no reason to use it, especially with the buffs and fixes to the Scorcher and Purifier. I am incredibly disappointed.
Well, I am complaining - they fuckin' RUINED the PP!!! My favourite primary lost all its uniqueness and fun, now it misses targets, AOE effect is smaller, and max range of fire is much shorter. They didn't need to touch it, it was perfect as it was.
YES. This. I have been nervous to try new guns when I’m doing higher level missions, and reserving my “testing” for low level missions. But now, so many things are viable. High level mission? Shoooooot, let’s try a new loadout. Things that I’ve never tried are now quickly becoming “ok, this is my new chaff clear setup” or my “focus of heavies” setup - or somewhere in between. I love it
Been doing it with the AP turret and even tesla tower before. The game was not in a bad state in Spetember patch but now?! It is crazy how cool things look. Happy to try new builds. 👍🏻🔥
It's still a flawed mechanic. The mech ship which is a variant of the pelican ship can come down within seconds anywhere on the map after it's called down. Yet when the player needs to leave the planet then he has to go to 1 specific spot on the map and wait a very long time. To add more wood to the fire. If you complete all missions then you really don't have to get extracted. You can die until your reinforcement budget is depleted and you will still complete the mission which also still grants you the warbond reward. Horrible game mechanic
@@obliviondio -me when I know nothing about game design Look man, if the verisimilitude of your video game is thrown off because different game mechanics behave differently, that's just sad. Orbital Cannons have a cooldown, except when you're a traitor who's deserting your mission. Extraction is a fun game mechanic and 2 minutes (sometimes 3) is NOT a long time. The goal of extraction is to get some bonuses in the form of samples as well as XP and requisition slips bonuses for a full squad extraction. If you're not interested in that or the fun of a last stand style extraction, then just deplete your reinforcement budget like you said since you're trying to speedrun a live service game.
Thank you, guys. I just started this game two days ago and I'm excited and appreciative of all the work you put into this. I've been following for a while now. Glad I picked now to jump in.
You guys will always have my respect for listening to your communiy and want to make things better. I will support your work and hope you guys stay like you are. BIG RESPECT!
29:36 Personally I would be fine with the dual-cannon variant of the Hulk Bruiser being in the game, but maybe as either a higher difficulty variant, or a variant that only shows up when Automatons have access some kind of strategic resource for building them? That way we can still keep them, and players can make active choices to avoid them/prevent their deployment.
100% this for higher difficulty levels. However, on balancing them, I would request they have a slightly decreased fire rate so I can still get my AMR shots to their eye in without my head popping off.
I honestly vastly preferred the laser cannon (it only fires 4 shots per volley, not a flurry of rockets). I'd 100% go for the almost unused Obliterator being equipped with two laser cannons and appearing on difficulties above 8.
@ExValeFor 100% they were only deadly at short range, I loved seeing one and seeing the threat. AH if you do bring it back make it 15% larger than the normal ones, I want to be scared.
With the time where plenty of developers got more and more disconnected to their players, it's honestly refreshing to get this from AH developers Stay Free guys, democracy protect!
Thank you! Thank you! Thank you!!! For listening to the players! Thank you for prioritizing FUN over “balance” in a co-op PvE game! I’m SO excited to play this update and have explosive, ridiculous, over the top fun again!
THIS....This is how developers should balance games. I've already started diversifying my loadout since the last balance patch. Now i'm gonna need more time picking my loadout before missions. Thank you Arrowhead team for listening to us. I am genuinely excited for the coming patch.
@@PatrickF.Fitzsimmonsgood thing they’re fixing it then. See the cyclical nature of this argument n how it’s better to be happy they’re finally repairing the game instead of being negative over it?
I think a Gatling gun spin up or an “overheat” animation would be super cool for the heavy devastator. It would mirror the whole visual overhaul that came with reloads for the rocket devastators
HL1 Vet here, I never left, I will NEVER leave. I supported Arrowhead since Magicka 1, as a future game dev I see you guys as an inspiration. Do not stop.
@@climaksy1659 I have supported AH since Magicka, and was the biggest HD1 fan. But on Sept 17 they showed they would abandon their series DNA to cater to crybabies that refused to learn the systems, and have since been tossing most of the stuff that set the series apart to begin with. I'm really sad to say it but me and several other long time fans have gone back to HD1 because HD2 is become DOOMDIVERS instead of HELLDIVERS. And that's a real shame.
@@T4nkcommander I won't contend that this community is full of crybabies, but all of the buffs have also been fun. I still see people crying about things, but I don't think Arrowhead has catered to anything except good, fun game design
Amazing patch! Thank you AH for listening and proceed such splendid work! This is definitely a right direction for weapon performance and balancing! Thank you again AH❤
These changes sound very good. I love the different ammo types on the autocannon and recoilless. Now both can be anti-heavy or anti-mob weapons based on the skill of the player which is excellent. Tesla tower and shield tower look way more interesting now. Adding the supply drop marker on the map is a massive quality of life improvement. Thank you Arrowhead for the hard work and listening to the (constructive!) feedback.
I’m afraid of the state of other support weapons tho. Since the single-shot ones have the capability of crowd control now, what about things like the airburst? Wouldn’t it be obsolete?
@@Kanielwhiskey just tested the new RR and AC programmable ammo types, the airburst launcher still has a much bigger radius, and since it got a reload speed buff, it's still a better option- for pure CC. RR and AC have more versatility though, so the airburst is *probably* going to remain niche.
Please add the ability to be able to reload recoilless, spear and AC from the wielder's backpack. This would be a nice coop feature and it would also still block 2 helldivers during the reload as balance
We know Helldivers 2 is your baby and it's been one hell of a first year. Ups and downs, but you guys kept the boat afloat and cared about feedback like no other developers would ever do. For this, you deserve the praise you receive. Keep cooking and keep growing ^^
I don't blame. I need improvements. Mistakes are human. Correcting them is what is important. I don't need or want to rub someone's nose in their mistakes.
This is what Sean murry did with no man’s sky and it’s because devs like arrow head and hello games just love their IP so much and it’s makes us love it more as well
i love these videos dude, really glad they started doing these update discussion/explanations. on top of it being helpful, it’s also just nice hearing it directly from the developers themselves, they’re fun dudes
30:00 maybe a good change would be to add a glowing orange heatsink to the cannon here, gives us a visual reason for why they've stopped firing, and also a cue to retaliate.
@@TruFalcothey are honoring their product. They made mistakes and are adapting. Much less can be said for you and the way you have led your life which has driven you to comment something so illogical and ignorant. Go create something.
Love to see this! I can't express enough how much I respect your team for being willing to revisit so many features of the game in order to make it more fun. Thank you and see you on the battlefield!
25:57 I love the idea of an intense extraction. Sometime me and my friends run out of time and cant use our strategems which makes for a slightly more intense extraction. There should be a ship upgrade called "Emergency reserves" that allows helldivers to use one additional barrage or strategem after the time is up. For balancing issues, it can be "docked from the helldivers pay" and deduct some requisition slips. That way, players with maxed slips will still have a use for it.
everyone as soon as they heard 'its a big iron one the hip': and the stranger there amongst him had a big iron on his hip (big iron on his hiiiiiiiiiiiiiiiiip)
Yes! The liberator penetrator for the guard dog is literally the exact feedback I gave on the feedback link. The added ability to call it back whenever is the icing on the cake. Thank you Arrowhead!
Really love the format of this video, it's super helpful for when you're not sure the names of everything and you showing off what they do, personally im super happy about the incendiary grenade since i always use it, didn't know people didn't really like to use it!
I would love to see more support backpacks. My idea, while simple, would be a really nice quality of life addition. A backpack that simply carries an extra support weapon. Press 5 to pull it out. So you could run with 2 MG-43s and switch to the 2nd one when your primary MG’s mag runs dry. The pack would come in with an MG already installed. Support backpacks should have a longer cooldown than support weapons too in my opinion. Or imagine a convoy pack that allows you to carry a 3rd support weapon that is inaccessible to the user, but teammates can pull the gun off and use it. Maybe I’m going too bonkers but something along those lines would be fun.
Really appreciate the heavy QoL focus on the changes recently, me and my squad have been having a ton of fun fighting for democracy. I'm excited about the DSS and to see the other community related stuff you guys seem to be working on.
The two things I'd love to see next is a stealth warbond and more laser weapons, like an Ap-3 or 4 primary, and a similar machine gun similar to the sickle.
Yeah I was thinking a cloaking support pack that becomes available after a major order to research stalkers. Also a better smoke mechanic so you can pop it off over an outpost and stealthily take out enemies one by one with silent weapons or vanish into the shroud while being chased.
I had never this much fun in Helldivers 2, before the 60 Day Plan. I even stopped playing for 2 month with over 230 hours before the changes. You guys did an amazing job! Now I'm excited about patches again and I can't wait for any DLCs or big updates. It had some ups and downs but Helldivers 2 is my clear Game of the Year.
Programmable weapons are such a phenomenal idea! I want to see most or all stratagem secondaries given some kind of alternate fire/ammo. Some ideas: Arc thrower - higher rate of fire with less arc jumping and shorter range. Flame thrower - fuel dump for a fireball effect. Grenade launcher - gas grenades, fire grenades etc. Airburst rocket launcher - lingering cloud effects, phosphorus AOE. MORE STUFF PLZ! Keep shattering expectations AH!
What about making the flamethrower spray fuel onto an enemy and when it's lit it takes more initial damage with a slight explosion, or create a flame wall on the ground
I think the grenade launcher getting programmable ammo wouldn't make as much sense as much as alternative grenade launcher types as a whole. Would definitely be more balanced that way, I think. The Airburst Rocket Launcher seems like it could use the buff though, since the Auto-Cannon and Recoilless Rifle can do what it does now. The Arc Thrower could work, and I like the idea of the flame thrower getting an alternate fire, too; something like the shotgun-type Melter from WH40K that encompasses a massive area directly in front of you with insane burst of flames and heat, but it costs a lot of ammo and is not something you can consistently shoot.
@@netherslayer3561 I like the wide pattern for the flamethrower idea. The airburst launcher I think needs to just have a normal blast/frag warhead instead of submunitions IMO. I've always thought the bomblets were a bit silly. But having it send out a cloud of flak/shrapnel would be great seeing as it's a larger warhead it should send a much denser cloud of metal out.
I really love these patches, there obviously are weapons that are better than others, but no matter which weapons you take, you will (usually) never feel like you're powerless, any weapons feel like they're adequate for pretty much any mission, that's harder to pull off than it seems
The one thing that made me pause is the firing through smoke. I get the center aim issue but there isn't anything more cinematic as dogging misaimed lasers through smoke. No ahooting at all removes the cinematic. I know coding isn't just click and change. But remove the aim function and add a blind fire mode with massive spread? Then a stray laser fire might still hit you. And you can still get that hiding in a shallow hole barely hiding as lasers are shooting above you. But can't wait to try the rest thank you!
This is a great point, yeah.. the "suppressing fire" adds tons to the atmosphere. As long as they won't shoot directly at us without line of sight, but overall where we were seen, it'd be great
I just want to say thank you for all the work. I have so much fun playing Helldivers 2 right now and I am really looking forward to the stuff you have planned for the future.
Thank you for making the community feel heard in this industry. Not only with patches but taking the time to film these and provide us with a front facing discussion on the changes. Feels good, well done @Arrowhead Game Studios
Love Helldivers, so much potential too. 1 - I would love new planets that have built up settlements (Cities) to fight for. 2 - more cape design varieties such as Hooded, tunics, cloaks, single arm etc. 3 - More flamboyant helmets & armour like the Super citizen helmet with wings but more varieties like this 4 - with helmets and capes giving abilities not just base armour. 5 - Also, I love playing as a medic with extra stims but there is a lack of armour varieties for this. i can only think of 3 (Which is 1 small body, 1 medium body and 1 big body) 6 - The ability to hand out on Super earth to explore the cities and meet people, mini games etc.
I was so confused when I first started the game because it's been such a classic features on games you only play missions, it's kind of disappointing there isn't one
Vehicles should be top priority tbh, that adds a whole new dimension to gameplay. New cosmetics get old fast and not every new strat/weapon/armor perk gives me enough of a reason to use it over what I have now. I have extreme doubt that a city map will be done anytime time soon, they will probably have to entirely rework their map generation system for that.
We fucking love you guys, Helldivers 2 single handingly revived my love for multiplayer co op shooters and just multiplayer games all together. I saw myself mainly just playing single player games rather than multiplayer games whether it was because balancing issues with certain games (cough cough, overwatch) or not having a huge interest in the particular genre it failed in (apex legends, pubg, etc.) and the only other multiplayer game I've ever played that I've given equal amounts of praise for is Deep Rock Galactic. You guys fucking rule man, you succeeded where many other companies failed whether indie or AAA companies (mostly AAA lol) and I'm so proud to call myself a Helldiver. FOR DEMOCRACY BROTHERS! A GOOD BUG IS A DEAD BUG AND LETS SHOW THOSE CLANKERS WHO'S BOSS!
Thank you very much for taking the initiative to improve other back attachments instead of reducing one. I think that is a much healthier way of approaching the balance than swatting down a favorite. Instead of swatting, you're giving more incentive to experiment, and that's wonderful.
my idea for patrols is for the threat level to rise gradually, like in risk of rain, and for players to be able to knock it down by destroying outposts; on this, we can make conditions such as an initially high threat level or its multiplier based on the rate of increase
Deep rock galactic has a mission type where swarms increase over time. I feel like helldivers could really do the same for eradicate missions and maybe even search and destroy missions. But its likely too oppressive for literally anything else.
Someone did find an unfinished asset of a lever action rifle way back in March, so I'm 100% sure we're getting a wild west themed warbond in the future
Ive seen in a video somewhere an idea i like: you dont need to have the same back pack ammo to help reload someone else. As long 1 back pack is present someone else can help you reload without themselve having the weapon and pack... would really boost the "teamwork" aspect
It's been great watching the progress you guys have made. A few of the things myself and my friends have had issues with have been resolved or are getting worked on. You guys are definitely heading in the right direction and the game is in a fantastic place right now, it feel just as fun as it was when we first started diving. Keep up the great work, for democracy!
Stalward should Go to primary weapon Slot with 150mag cap. And 2 in Reserve and little lesse dmg in my opinion or an additional "stalward light" so that we can Play Double stalward
@@EswirdSchlimmer If it gets to be a primary it will throw assualt rifles dead in the water. its like taking an autocannon as a primary lol, its fine imo
@@EswirdSchlimmer How about Stalwart is switched to primaries as is, but make it heavier. As in reduces stamina and movement speed so long as the diver carries it. Players can switch to other weapons, but the weight of the stalwart will be a constant debuff regardless if it is in use or not, so long as it is being used as a primary.
Hell yeah! You guys rule! Historically I know gaming communities can come off quite negative in the form of feedback to patches and stuff, so hella props to you guys for keeping your heads up through all that!! This game is truly a gem amongst a lot of sad / botched releases across other big games - thanks for doing things right and making something fucking FUN to play!! ❤️❤️❤️
@@malicmarrow4726 lol. If they nerfed rocked devs to cater to your incompetence, y'all will bitch the moment the squids reverse your controls. Stuff that was only good against illuminate in the first game - MG, flamethrower, and Strafing Run - are now so busted that they will trivialize the squids. Then once you cry enough for mind control to get gutted the squids will be more of a shooting gallery than even the bugs are now. As soon as AH decided to toss the series DNA in the trash to cater to people who complained about the difficulty they lost any semblance of balance they had. As soon as they try to make the game remotely challenging again we'll be back to square one. Meanwhile long term series vets are going back to HD1 - myself included. It is a real shame, but they'll ride high for a short time while y'all are temporarily appeased.
Just the fact that the Senator is gonna headshot chargers bro. Love that idea And thank you for buffing the verdict. I loved the gun but was dissappointed at how useless it was against armor
I've been having so much fun since the first part of the 60-day patch dropped. Before that I was dreading going into missions, getting bored of having to stick to the 'meta'. But now I just look at what my team has and pick something to compliment that. Every role is powerful, viable and most importantly; fun. Hell, with the stim pistol and resupply backpack in hand I've been filling the medic/support role really well. I love hearing my team say 'thank you' every time I get them back to full health. I just wish to find someone else someday to get me back from 80% HP to 100%. One day...
That sounds like a (500kg) blast to play! So many fun changes: programmable ammo, backpack drone toggles, shield generator, purifier. I really hope we can keep videos like these for big changes, because they are fun to watch and a great from of direct communication with us.
@@chronic6428 what I hated was the fact that the hulks could shoot next to you without even hitting you or dealing damage to you and the shockwave from the heavy laser would still make you fall like a sac of potatoes. Then they start hitting you properly
All those changes are make it a 10/10 update. Backpack changes , enemy changes weapon changes . Everything improved so much. Those 60 days really made a massive massive difference . I hope all the people at arrowhead have a nice day. For super Earth
OMG THANK YOU FOR ALL OF THIS!!!! SO going to use the jump pack more now. SO many choices I don't know what to do now lol. Great tweaks and now I'm in love!!🔥🔥
Dear Arrowhead. Thank you! You took a great game, and made it incredible. A shinning light in a time where most big name game companies cannot offer a tenth of the fun this game contains, and then they try and charge you twice as much for the privilege. You are legends, keep doing what you are doing, keep doing these amazing videos, we all cannot wait to see what you do next. But more than anything, from the HD2 community, just a massive thank you.
*Timestamps for those who are curious!*
0:00 - Start
0:20 - 60 day recap (Looking back over the past 63 days with Johan and Mikael)
1:42 - Progression (Galactic War and the Game Master)
3:00 - Community (Communicating with the community, livestreams, closed betas)
4:35 - Start of looking into the patch notes for day 63 with Johan and Niklas
5:50 - Minimap Visibility
6:17 - Helldiver Armour
7:14 - Plasma weapon changes (Includes Purifier, Scorcher, AND Punisher Plasma changes)
9:23 - Assault Rifle changes (All Liberators (Minus the Concussive), Adjudicator, Tenderizer)
11:30 - JAR-5 Dominator changes (Moved to the *Special* category now)
11:55 - Sidearm changes (Stim Pistol, Verdict, and Senator)
13:24 - Grenade changes (High Explosive, Throwing Knives, Frag Grenades, Incendiary Grenades)
14:50 - Autocannon changes (FLAK rounds (Programmable ammo))
16:44 - Recoilless Rifle changes (High Explosive rounds (Programmable Ammo)
17:35 - Stalwart changes (Faster ergonomics)
18:08 - Machine Guns changes (Both HMG and MG got increased magazine size)
19:20 - Jump pack changes
20:06 - Drone (Guard dog) Backpack changes
21:54 - Shield Generator Backpack mentioned ( *NO CHANGES* - They just mentioned it)
22:18 - Sentry changes (Lower cooldowns for multiple sentries)
22:49 - Mine changes
23:20 - Tesla tower changes
23:54 - Shield Generator *Relay* changes
25:06 - Patrol Spawning changes
27:06 - Terminid changes (Enemies)
27:46 - Automaton changes (Targeting and enemies)
31:28 - The End!
_Apologies if I didn't get into the nitty gritty for each section or if I potentially missed anything! I hope you still get use out of this!_
Thank you so much!
Certified super citizen
A10 warthog sound in the game would be amazing keep going great guys@@ArrowheadGameStudios
@@ArrowheadGameStudiosnot gonna lie, it'd be sweet if the guard dogs hovered a bit higher👀
@@ArrowheadGameStudiosprobably one of the best game studios out there well done
If you guys are reading the comments then please understand we DONT need other currencies. The Requisition slips are useless. Give us more ways to spend them and your problems are solved.
Amen!
Didn't they say we can spend them on the space station voting?
Simple: 10,000 Req slips = 1 extra strategem slot for 8 hours.
For many of us, we are completely full up on every kind of currency, with nothing to spend them on. It would be awesome to have more ways to spend what we already have!
@@9unslin9er Dude, this is probably one of the best suggestions I've seen.
The way they described the DSS implied it would function as a resource sink for the entire playerbase, where we donate our excess samples toward giving new toys to every diver once it's done, and that sounds amazing.
Its prolly how we'll unlock the dss stratagems
Hopw it also could function as a hub of some kind
@@eur0be4t3rFully doubt it
That doesn't sound interesting at all... so I'm just helping other get to this extremely short endgame much faster.? This game has NO PROGRESSION
That sounds great, it would help with having too many samples and resource points.
Patch feels incredible. Suggestion if I may: Please add “Heavy Kills “to the match stats 👊
Yes please, often I deploy as a heavy kill specialist and bug hole man.....I come out with a crap amount of kills, at least let me know I killed the most bile titans or closed the most bug holes!
Dude. Awesome to see you here. Love your skits. See you in the field! For Super Earth!
Love this idea.
So dumb that bile titans and chargers count as 1 kill
@@tariquewilson6103Gimli disagrees
18:27
“You don’t wanna finish too fast…I know all about that”
Johan just like me fr
Sobbing
female ograsm is not needed for reproduction, in other words, if god himself doesnt care about her "coming", neither should we lol
@@ethanswimmer1287 yikes bro talk about having a sad sex life
Marked resupply on map is best update ever. I'm actually crying a little from happiness.
me too!🥲
Solo helldives are going to be so much fun now 🎉
Actual facts
thats what I was gonna say! Arrowhead really spittin with this 60 day update
Will be especially useful when there’s a half use resupply
“We noticed the shield backpack was over represented. So Instead of doing anything to the shield generator pack, we’re trying to make the other backpacks more powerful and appealing”
This is how Balancing should work. Nobody likes it when you nerf the most utilized weapon/equipment in the game. Almost always brings negative feedback, barring the exceptions when a weapon is just comically OP. Approaching balancing from the perspective of “everyone uses this thing cause it’s better than the rest, let’s make the other options just as good so people can switch it up and play according to their style and not have to conform to the one thing that’s currently the best” is what we want as a community
But at a certain point you're just boosting already very good stuff into ridiculousness.
@@El_Presidente_5337 " barring the exceptions when a weapon is just comically OP"
Its not how all balancing should be, it really depends on the game. Overwatch does this and its in the worst state its ever been in. This seems to work amazingly for helldivers tho
@@Zantlerbecause overwatch isn’t a PVE game
@@Zantler that's PVP and the other one is PVE
man it is so insane seeing developers actually talking about their thoughts behind buffs and nerfs and actually talking about the impact those changes have on players.
Arrowhead is the most transparent developer in the gaming community.
Wasting time on balancing ? ;d
@@metarugia3981 ..... Nah fam 😅
They're pretty transparent, don't get me wrong... Maybe the most transparent in the AAA space? Or I guess they might be AA, not sure. But many indie studios are far, far more transparent. Not that it's better either way, I'm just pointing out a factual error. I *like* when studios have surprises in store for us.
@@Fantastic_Mr_Fox Steven Shariff from Intrepid Studios is probably one of if not the most transparent in this space, as of currently. At least to my knowledge.
SUPERCELL does the same with Clash of Clans
*Bugs sweating E-710, Bots leaking Oil* Joel on Oct 26 "It's my turn now" *Helldivers sweating Libertea!*
"We giving HMG and MG a 25 more bullets"
Reason: I just want my character to laugh more
Me upon hearing this : *HAHAHA-HAHA-HAHAHA*
More dakka
FOR LIBER TEAA!!!!
Hearing Spider-Man laugh more is always welcomed
Have a taste of freedom!!
The only time americans pronounce T in the word liberdy lmao @standeredfiber5810
They made the Senator a "bear gun," like a real large caliber revolver. Well done.
And the Verdict fills the senators old role! So happy
BIGG IRON ON HIS HIPPPP
Now the halo magnum mod has that umph to go with it, im ready how bout you!
I am so happy about both pistols. I can't wait to give them a spin.
@@OfficialJamesGardner
Oh the charger might be living but he made one fatal slip
When he tried to match the Diver with the big iron on his hip
Big iron on his hiiiiiip
Dunno about other players, but my biggest reason for not using the tesla tower isn't it's damage or cooldown timer, but the fact that it's a huge friendly fire hazard. I had missions where more people died to one slightly missplaced tesla tower than to the enemy. Mine fields are easier to navigate around than those things.
Yep, if I see one of those around I keep almost as big a distance from them as from a Napalm Barrage marker...
You can easily break it if its in a bad spot, also if more people knew you can simply go prone to avoid it they would die way less.
@@aarepelaa1142 of it attacks enemy, it still kills u no matter of stance
@@aarepelaa1142 Going prone for an extended period of time vs termanids is a great way to die in between the arc shots, or to a hunter closing in from the opposite direction (or titan, or charger). The ability to get chain bounced at incredible distances means it's a threat at incredible distances (up to 60m), especially with fog or rock formations to obscure where it or enemies can be. Flame is controllable and easy to avoid, ditto for gas, the arc thrower needs the firer to be aware of what's behind what they're shooting at, but the arc tower is just a menace unless your team takes the armor for you. It'd be better as a booster choice, "grounded supplements" or "Anti-static armor spray" to do what the current armor does.
If the new tower fire rate makes it a 1 stop shop for closing a bug breach, maybe it's a top tier pick, even with all that.
@@sas_stk This is true, it makes for some fairly awkward situations where you assume telling a random teammate to go prone will save them, and they die anyway and you look like a shitty teammate :(
I wonder if the developers will see:
There is an idea, but what if we make an armor scale that will be spent before the player's health is spent. And when it is spent, the damage will go directly to the body. You can add a sound effect when the armor is broken to notify the player that it has come to an end. The armor could be stronger or weaker depending on the class of armor set that he chose, and depending on the armor parameters themselves. Conventionally, light armor would be easier to break than medium armor (and body damage would be independent of the armor class).
Armor could be repaired by picking up supplies, and past pieces of broken armor would simply fall to the ground and disappear after a while (like empty weapon magazines or casings).
Also, it would be cool to see a new property on medical armor that would automatically inject stim into you when the character is near death.
They still deserve multi-player game of the year award.
Despite what everyone said, despite the missed opportunities with balance, I still had fun. Some of the most fun with gaming in years.
Looking forward to what's next to come
There was a pretty big number of people that couldnt play with friends and left the game because of it. Those issues still arent fixed and have been under the "known issues" part of every patch notes since release. You had fun, but because of the glaring multiplayer issues, it doesnt deserve that award. I had fun too but i have plenty of friends that dropped the game due to not being able to play their friends
HD2 is unquestionably (imo) GOTY.
And I make that claim in the strongest year I can remember for amazing releases.
for me personally, its now game of the year.
525 hours for me, it's easily my goty, almost goat
Helldivers is the most one of a kind games ever. I run through every emotion i look for in gaming:
-Last second extractions when everyone cheers for you
-Selfless sacrifice with calling a barrage on yourself, or giving the samples to a buddy and leaving alone to kill a stalker nest while others extract.
-Mounting a HMG emplacement and mowing down enemies
-The triumph after a full map clear mission
-Calling in 4 barrages in a spot yelling LIBERTY
-Stimming a dying friend
-Feeling like a killing machine when you dodge a charger while shooting a titan with a recoilless, only to then complete the objective
-Having a relaxed difficulty and messing around with the idiots we call friends XD
-OR simply picking up that flamethrower and living out or childhood dream of burning down the entire hive.
All im saying is I have never came across a game that gives so many core emotions.
As an a HUGE jump pack fan, I got so giddy hearing that it got a buff!
Edit: After testing it I have some pros and cons (ignoring glitches).
Pros: You can get much more distance per jump and can jump more often.
Cons: The verticality per jump is greatly decreased. It’s also harder to stay still with a jump due to the automatic forward boost the pack gives you. This makes jumping to ledges and getting the high ground much harder, meaning it has less practicality against bots.
My suggestion for a fix: Decrease the forward boost slightly and add an upwards boost instead. Us divers want to be able to ride a bile titans Johnny Rico style!
I just unlocked it last night, so I can't wait to play tonight!
JUMPING!
Don't get too excited :D It will take a lot of time to get used to. Jumping to the double stacked containers from ground will just ragdoll you on the edge. Also hitting ledges/corners will heavy ragdoll you. Its more fun now for sure but you might have occasional moments of frustration.
Right. I was just hoping they’d fix the glitch where you can’t use some support weapons to fire in the general area of where your looking.
It works with all MG’s but not flame throwers or others.
@epgamer1145 it's on the list of fixes at the end of the patch i think
11:26 the stalker approaching on the left genuinely made my blood pressure rise
Oh yeah lol 100% xD
Put a jumpscare warning next time please, Liberty won't save me from a heart attack!
I love how they change the objective for the whole team as soon as someone spot them and I hate them because they are stalkers of course 😅 it gives a bit of pressure and it contributes to the whole gameplay atmosphere in a positively negative way 😅 I think one of the best unique enemy in the game and well balanced. No nerf needed to them otherwise you would loose that small adrenaline boost it gives when you see them.
Thanks for making the game fun again, even more fun than before, great job!
Thanks a lot!
"I just want my character to laugh more, when I'm shooting"
This gave me the warm and fuzzies
more voice lines would be nice
When was this said?
@@dragonheart2001Today
@@dragonheart200119:05
@@dragonheart2001 the heavy machine gun bit
It takes a lot of integrity to acknowledge the places where they messed up but very rarely does any company do that and make meaningful changes
truly heartwarming to witness
Facts. Not only did they make changes but they also made an entire basis on how they will make future balance changes.
These guys for a small studio really cooking like pros
This is something that I was trying to say when everyone was being so negative. I was seeing a lot of comments about people not trusting the devs that they were listening or asking why things were taking so long. This stuff takes time, I'm sure they had to change a lot of internal development philosophy to get the results they wanted. This was their chance to that they were listening, which I repeatedly told people, and I'm happy to see that they did.
They have reacted quite quickly too.
There’s still some quirks like the concussive sucking balls, but overall I’m so proud of this game for where it is today. It’s gone very far and I feel like I’m having as much fun as I did on launch day.
I have to say I am very pleasantly surprised by how well the 60 day plan turned out.
A lot of my friends complained about how there wasn’t really any communication during the 60 days. But it turns out, that’s just how a sprint works. Too much communication will make every design decision devolve into knee jerk PR decisions, which makes it hard to actually come up with a cohesive balance plan.
I’m glad they finally fired Alexus and decided to actually get shit done. What a useless pile of shit.
@@DeathMetalMilitia305he’s still there you moron
@@DeathMetalMilitia305 They fired him? When?
The devs finally did what they needed to do and not what you muppets wanted them to do.
Remember that and STFU in the future
I tried the Plasma Punisher this morning for a few minutes and was disappointed in how it feels now. I'll try to see if I can get the hang of it with more play time, but worst case I may just try to learn a different Primary if I can't adapt. I loved how the Plasma Punisher was able to lob shots on the Bots behind cover; when I played it this morning it felt like I was using the Scorcher. I never really used it for close range UNLESS I was wearing the armor with Explosive Resistance for unexpected close quarter situations, but I mostly used the Senator for any close range encounters.
Still a great patch though, I'm not complaining.
It used to be my favorite weapon. Now I have no reason to use it, especially with the buffs and fixes to the Scorcher and Purifier. I am incredibly disappointed.
yeah this patch is very nearly nothing but bad changes to accomodate a very loud minority
Totaly agree, the punisher plasma was unique in it's balistic capabilities. Now it's just short distance pre-buff purifier with more straight way
Well, I am complaining - they fuckin' RUINED the PP!!! My favourite primary lost all its uniqueness and fun, now it misses targets, AOE effect is smaller, and max range of fire is much shorter. They didn't need to touch it, it was perfect as it was.
Wait, they ruined it even further, and no damage buff as well?
I love how I don't need to min max my build anymore. I can change to a "try out" strategem without completely ruin my build. Much more joyfull.
YES. This. I have been nervous to try new guns when I’m doing higher level missions, and reserving my “testing” for low level missions. But now, so many things are viable. High level mission? Shoooooot, let’s try a new loadout.
Things that I’ve never tried are now quickly becoming “ok, this is my new chaff clear setup” or my “focus of heavies” setup - or somewhere in between. I love it
Been doing it with the AP turret and even tesla tower before. The game was not in a bad state in Spetember patch but now?! It is crazy how cool things look. Happy to try new builds. 👍🏻🔥
I JUST TRIED THE UPDATE, AND THE EXTRACTION AFTER MISSION IS DOUBLE THE FUN!!! CAN'T BELIEVE SMALL CHANGE COULD HAVE GREAT IMPACT
After I figured that out, I started stroking it. These guys just keep cooking, like a great grandma
I CANT WAIT TO PLAY!!!!
It's still a flawed mechanic. The mech ship which is a variant of the pelican ship can come down within seconds anywhere on the map after it's called down. Yet when the player needs to leave the planet then he has to go to 1 specific spot on the map and wait a very long time.
To add more wood to the fire. If you complete all missions then you really don't have to get extracted. You can die until your reinforcement budget is depleted and you will still complete the mission which also still grants you the warbond reward.
Horrible game mechanic
Come on you’re just looking for negatives
@@obliviondio -me when I know nothing about game design
Look man, if the verisimilitude of your video game is thrown off because different game mechanics behave differently, that's just sad. Orbital Cannons have a cooldown, except when you're a traitor who's deserting your mission. Extraction is a fun game mechanic and 2 minutes (sometimes 3) is NOT a long time. The goal of extraction is to get some bonuses in the form of samples as well as XP and requisition slips bonuses for a full squad extraction. If you're not interested in that or the fun of a last stand style extraction, then just deplete your reinforcement budget like you said since you're trying to speedrun a live service game.
Now add a BRRRRRRRRT to the Eagle strafing run and the game will be perfect.
And add rockets to it like in the HD 1 stratagem called close air support with that now the eagle 1 can become an A10 warthog
@@robertungsod691 You know you can equip both the Rocket Pod AND the Strafing run at the same time to get that right?
@@graveyardshift6691 Sadly can't fire both at once. That WOULD be nice haha
@@graveyardshift6691 but it can be used at the same time try to review the first galactic war archive and see the stratagem for your self
no save it for the heavy strafing run that actually has explosive bullets
Thank you, guys. I just started this game two days ago and I'm excited and appreciative of all the work you put into this. I've been following for a while now. Glad I picked now to jump in.
WE’RE SO FUCKING BACK (i never left 🔥🔥)
YES WE ARE (Same)
Never left! Believer gang!
Yes brother ( same here )
Same, I never left
Same 😂
Johan Pilestedt - ”He came, He saw, He fixed"
he s not the only one who came
Veni, Vidi, Fixi.
He came early though.
Players - "We came"
This patch was kind of underwhelming but the entirety of the 60 day plan was definitely elite.
“We changed the autocannon…”
*Begins to draw new senator*
“We introduced flak”
*holsters senator*
Underrated comment lol
I was thinking the same thing lol
My thoughts exactly
Hopefully they made it ricochet into the vents again
-which is now also buffed :D
You guys will always have my respect for listening to your communiy and want to make things better. I will support your work and hope you guys stay like you are. BIG RESPECT!
justice for the gungan shield generator, now naboo is safe
Lmao I had the phantom menace in my head when they said they made it bigger
☠️
2 really great patches in a row! Can't wait to test everything out. Thanks for all the hard work and listening to the community.
Can't wait to watch your upload
lmao if you guys get the video about this out in the day, y'all are crazy. I would be too busy having fun with all this new stuff.
This video’s gonna be a big one
From all of us Space Cowboys, THANK YOU! The Senator is the defacto weapon of any diver who goes to battle with some style.
yea now it's gonna be a big iron on his hip
Now we just need a cowboy hat/helmet too!
@@dusk2308 "No one dared to ask his business, no one dared to make the slip"
And now that the Verdict is a real Deagle, I might sometimes replace my Super Texas Senator.
But only sometimes. Loyalty to the Senator is paramount.
More like small AMR on his hip :-p really looking forward to it. Makes ballistics shield worth it without a one-handed primary i suspect :-)
Every single change tied to this update makes it so much harder to pick a loadout because IT'S ALL SO PUNCHY AND AWESOME
29:36 Personally I would be fine with the dual-cannon variant of the Hulk Bruiser being in the game, but maybe as either a higher difficulty variant, or a variant that only shows up when Automatons have access some kind of strategic resource for building them? That way we can still keep them, and players can make active choices to avoid them/prevent their deployment.
I love this idea
100% this for higher difficulty levels. However, on balancing them, I would request they have a slightly decreased fire rate so I can still get my AMR shots to their eye in without my head popping off.
I think the only problem with the lasers is ragdolling: rockets ragdoll anyways but they're not as fast and they are way less accurate
I honestly vastly preferred the laser cannon (it only fires 4 shots per volley, not a flurry of rockets). I'd 100% go for the almost unused Obliterator being equipped with two laser cannons and appearing on difficulties above 8.
@ExValeFor 100% they were only deadly at short range, I loved seeing one and seeing the threat.
AH if you do bring it back make it 15% larger than the normal ones, I want to be scared.
You guys listened, keep listening and we’ll be with you all the way.
With the time where plenty of developers got more and more disconnected to their players, it's honestly refreshing to get this from AH developers
Stay Free guys, democracy protect!
Thank you! Thank you! Thank you!!! For listening to the players! Thank you for prioritizing FUN over “balance” in a co-op PvE game! I’m SO excited to play this update and have explosive, ridiculous, over the top fun again!
THIS....This is how developers should balance games. I've already started diversifying my loadout since the last balance patch.
Now i'm gonna need more time picking my loadout before missions.
Thank you Arrowhead team for listening to us.
I am genuinely excited for the coming patch.
How about they don't mess it up in the first place... fixing what shouldn't be broken is not good on any level.
@@PatrickF.Fitzsimmonsgood thing they’re fixing it then. See the cyclical nature of this argument n how it’s better to be happy they’re finally repairing the game instead of being negative over it?
@@PatrickF.FitzsimmonsRelax it’s not even a year since the game came out
@@PatrickF.Fitzsimmons you'd have to be absolutely delusional to think it's not good on any level.
@@PatrickF.Fitzsimmons some people would never be happy😓
Pilested looks tired man. I feel like you guys been working hard to get this done. Thank you so much!
I think a Gatling gun spin up or an “overheat” animation would be super cool for the heavy devastator. It would mirror the whole visual overhaul that came with reloads for the rocket devastators
Yes.
HL1 Vet here, I never left, I will NEVER leave. I supported Arrowhead since Magicka 1, as a future game dev I see you guys as an inspiration. Do not stop.
@@climaksy1659 I have supported AH since Magicka, and was the biggest HD1 fan. But on Sept 17 they showed they would abandon their series DNA to cater to crybabies that refused to learn the systems, and have since been tossing most of the stuff that set the series apart to begin with.
I'm really sad to say it but me and several other long time fans have gone back to HD1 because HD2 is become DOOMDIVERS instead of HELLDIVERS. And that's a real shame.
Good on you helldiver.
I would dive with you any day.
@@T4nkcommander I won't contend that this community is full of crybabies, but all of the buffs have also been fun. I still see people crying about things, but I don't think Arrowhead has catered to anything except good, fun game design
consoomer
@@doltBmB The last from it, I try to be aware of what I consoom.
Amazing communication guys!! We love it ❤
My solo helldive hero🤩
After 5 months yeah...
love the videos man
ITS HIM
It’s him!
13:25 “big iron on your hip” yess sir let’s go
Amazing patch! Thank you AH for listening and proceed such splendid work! This is definitely a right direction for weapon performance and balancing!
Thank you again AH❤
WE DIVE TOGETHER 🗣️🗣️🗣️🗣️🗣️🗣️🫡🫡🫡🤖🤖🔫🔫🦟🦟🦟🔫
These changes sound very good. I love the different ammo types on the autocannon and recoilless. Now both can be anti-heavy or anti-mob weapons based on the skill of the player which is excellent. Tesla tower and shield tower look way more interesting now. Adding the supply drop marker on the map is a massive quality of life improvement. Thank you Arrowhead for the hard work and listening to the (constructive!) feedback.
Just wait till October 26th
I’m afraid of the state of other support weapons tho.
Since the single-shot ones have the capability of crowd control now, what about things like the airburst? Wouldn’t it be obsolete?
The Flak of the Autocannon goes only a small distance, alas. Doesn't seem like intended.
@Kanielwhiskey Not if you program it's ammo, an airburst targeting ammo would be awesome or heatseaking missiles
@@Kanielwhiskey just tested the new RR and AC programmable ammo types, the airburst launcher still has a much bigger radius, and since it got a reload speed buff, it's still a better option- for pure CC. RR and AC have more versatility though, so the airburst is *probably* going to remain niche.
Helldivers 2 is really one of the most wholesome and genuine games we've had in awhile.
FOR SUPER EAAAAARRRRRTH
Bringing back that early 2000's gaming feel of just fun for the fun of it
@@Chimichongas99117fr
@@Chimichongas99117That’s what I’m saying!! 💯💯
New Weapon Idea: a composite bow that shoots lightning arrows (arc explosive) to pay homage to Arrowhead (could be part of a hunter warbond)
Please add the ability to be able to reload recoilless, spear and AC from the wielder's backpack. This would be a nice coop feature and it would also still block 2 helldivers during the reload as balance
Its been in the game since day 1 😮
Edit: missread that, see what you mean. Would be nice
@@christopherronn8564yea its really weird the resupplier would pull from their own back when it'd be so much easier to use your buddy's
We know Helldivers 2 is your baby and it's been one hell of a first year. Ups and downs, but you guys kept the boat afloat and cared about feedback like no other developers would ever do.
For this, you deserve the praise you receive. Keep cooking and keep growing ^^
0:51 it’s nice to see developers taking actual blame for once and it’s a change im welcome too
I don't blame. I need improvements. Mistakes are human. Correcting them is what is important. I don't need or want to rub someone's nose in their mistakes.
@@sairdontis386you should tell that to the people that insult AH with every update for not doing it sooner.
This is what Sean murry did with no man’s sky and it’s because devs like arrow head and hello games just love their IP so much and it’s makes us love it more as well
i love these videos dude, really glad they started doing these update discussion/explanations.
on top of it being helpful, it’s also just nice hearing it directly from the developers themselves, they’re fun dudes
programmable ammo is amazing. Being able to deal with a hoard of bugs instead of just hitting one of them very hard is amazing.
30:00 maybe a good change would be to add a glowing orange heatsink to the cannon here, gives us a visual reason for why they've stopped firing, and also a cue to retaliate.
Add the little puff of steam effect laser weapons have too, so there's also an audio cue... And because it'd look cool lol
ARROWHEAD THE GOATS FOR ACTUALLY “LISTENING” 🔥🔥🗣️🗣️
Huzzah for the bare minimum!
@@TruFalco huzzah for fucking over the game to support you fucks who'll never be happy
After 5 months....
@@TruFalcothey are honoring their product. They made mistakes and are adapting.
Much less can be said for you and the way you have led your life which has driven you to comment something so illogical and ignorant.
Go create something.
Ehhhh I don’t know why they keep doing these small adjustments to the ARs. The only thing they’re not getting rigjt
Love to see this! I can't express enough how much I respect your team for being willing to revisit so many features of the game in order to make it more fun. Thank you and see you on the battlefield!
25:57 I love the idea of an intense extraction. Sometime me and my friends run out of time and cant use our strategems which makes for a slightly more intense extraction. There should be a ship upgrade called "Emergency reserves" that allows helldivers to use one additional barrage or strategem after the time is up. For balancing issues, it can be "docked from the helldivers pay" and deduct some requisition slips. That way, players with maxed slips will still have a use for it.
But what about the people who still grinding slips 😂
@Legendary_Levite it'll be a late ship upgrade! By the time you unlock it, you'll have no need for slips
everyone as soon as they heard 'its a big iron one the hip':
and the stranger there amongst him had a big iron on his hip (big iron on his hiiiiiiiiiiiiiiiiip)
To the planet of Hellmire dove a stranger, one hot day
Saw the swarm of bugs around him, didn't have too say
Yes! The liberator penetrator for the guard dog is literally the exact feedback I gave on the feedback link. The added ability to call it back whenever is the icing on the cake. Thank you Arrowhead!
Really love the format of this video, it's super helpful for when you're not sure the names of everything and you showing off what they do, personally im super happy about the incendiary grenade since i always use it, didn't know people didn't really like to use it!
I noticed that in the German version, the HEAT function of the recoilless rifle was translated as 'Hitze,' which is the literal translation of 'heat.'
Wait, so "heat" was translated to the German word for heat? In the German version?
@@Wargasmo Yes, it should be HEAT which means High Explosive anti tank.
What did they call Armor Piercing High Explosive Tracer on the autocannon then? And did flak get translated to anti-air?
there are no good translators anymore, they're all foreigners using google translate unfortunately
@@Xandros999flak (Flak) is german already. it’s an abbreviation for FLugAbwehrKanone
Alright then read this then. Minigun with ammo backpack support weapon. You'll all doing a fantastic job thank you
I want the helldivers say DEMOCRATIC SUPPRESSIOOOOOOOOOOOOOOOOOOONNNNNNNNNN
And laughs like Heavy from TF2
Honestly, I thought they were going to give the Stalwart an ammo backpack.
Minigun with only 1000 rounds. Plus ammo backpack... oh boy...
I would love to see more support backpacks. My idea, while simple, would be a really nice quality of life addition. A backpack that simply carries an extra support weapon. Press 5 to pull it out. So you could run with 2 MG-43s and switch to the 2nd one when your primary MG’s mag runs dry. The pack would come in with an MG already installed. Support backpacks should have a longer cooldown than support weapons too in my opinion. Or imagine a convoy pack that allows you to carry a 3rd support weapon that is inaccessible to the user, but teammates can pull the gun off and use it. Maybe I’m going too bonkers but something along those lines would be fun.
Really appreciate the heavy QoL focus on the changes recently, me and my squad have been having a ton of fun fighting for democracy. I'm excited about the DSS and to see the other community related stuff you guys seem to be working on.
it just gets better and better
The two things I'd love to see next is a stealth warbond and more laser weapons, like an Ap-3 or 4 primary, and a similar machine gun similar to the sickle.
Imagine an invisibility tac pack.
Yeah I was thinking a cloaking support pack that becomes available after a major order to research stalkers. Also a better smoke mechanic so you can pop it off over an outpost and stealthily take out enemies one by one with silent weapons or vanish into the shroud while being chased.
@@Thaumiel7274 A stealth warbond would be 👌
more laser weapons? Disco Ball Guard Dog
Laser machine gun i would never switch to anything else yes please
I had never this much fun in Helldivers 2, before the 60 Day Plan. I even stopped playing for 2 month with over 230 hours before the changes.
You guys did an amazing job! Now I'm excited about patches again and I can't wait for any DLCs or big updates. It had some ups and downs but Helldivers 2 is my clear Game of the Year.
Programmable weapons are such a phenomenal idea!
I want to see most or all stratagem secondaries given some kind of alternate fire/ammo.
Some ideas:
Arc thrower - higher rate of fire with less arc jumping and shorter range.
Flame thrower - fuel dump for a fireball effect.
Grenade launcher - gas grenades, fire grenades etc.
Airburst rocket launcher - lingering cloud effects, phosphorus AOE.
MORE STUFF PLZ!
Keep shattering expectations AH!
I'd not want a fireball on the flamethrower but how about a high pressure pump that makes it shoot a bit farther but maybe the spread is bigger?
What about making the flamethrower spray fuel onto an enemy and when it's lit it takes more initial damage with a slight explosion, or create a flame wall on the ground
I think the grenade launcher getting programmable ammo wouldn't make as much sense as much as alternative grenade launcher types as a whole. Would definitely be more balanced that way, I think. The Airburst Rocket Launcher seems like it could use the buff though, since the Auto-Cannon and Recoilless Rifle can do what it does now.
The Arc Thrower could work, and I like the idea of the flame thrower getting an alternate fire, too; something like the shotgun-type Melter from WH40K that encompasses a massive area directly in front of you with insane burst of flames and heat, but it costs a lot of ammo and is not something you can consistently shoot.
@@netherslayer3561 I like the wide pattern for the flamethrower idea.
The airburst launcher I think needs to just have a normal blast/frag warhead instead of submunitions IMO. I've always thought the bomblets were a bit silly. But having it send out a cloud of flak/shrapnel would be great seeing as it's a larger warhead it should send a much denser cloud of metal out.
@@gotindrachenhart I think they've pretty much done that already with the HE rounds for the recoilless though.
I really love these patches, there obviously are weapons that are better than others, but no matter which weapons you take, you will (usually) never feel like you're powerless, any weapons feel like they're adequate for pretty much any mission, that's harder to pull off than it seems
The one thing that made me pause is the firing through smoke. I get the center aim issue but there isn't anything more cinematic as dogging misaimed lasers through smoke.
No ahooting at all removes the cinematic. I know coding isn't just click and change. But remove the aim function and add a blind fire mode with massive spread? Then a stray laser fire might still hit you. And you can still get that hiding in a shallow hole barely hiding as lasers are shooting above you.
But can't wait to try the rest thank you!
This is a great point, yeah.. the "suppressing fire" adds tons to the atmosphere. As long as they won't shoot directly at us without line of sight, but overall where we were seen, it'd be great
If they simply shoot where you were with more spread it would be fine, even though rockets and such can mess you up.
“You know how long I been waitin’ for this? WooimmaboutamakeaNAME for myself ‘ere”
-the MG sentry
@@dagdamor1 great. More team killing potential
You guys have won me back plus THOUSANDS of others!
I just want to say thank you for all the work. I have so much fun playing Helldivers 2 right now and I am really looking forward to the stuff you have planned for the future.
Thank you for making the community feel heard in this industry. Not only with patches but taking the time to film these and provide us with a front facing discussion on the changes. Feels good, well done @Arrowhead Game Studios
Love Helldivers, so much potential too.
1 - I would love new planets that have built up settlements (Cities) to fight for.
2 - more cape design varieties such as Hooded, tunics, cloaks, single arm etc.
3 - More flamboyant helmets & armour like the Super citizen helmet with wings but more varieties like this
4 - with helmets and capes giving abilities not just base armour.
5 - Also, I love playing as a medic with extra stims but there is a lack of armour varieties for this. i can only think of 3 (Which is 1 small body, 1 medium body and 1 big body)
6 - The ability to hand out on Super earth to explore the cities and meet people, mini games etc.
7 - Have vehicles in a separate support slot so you can still have a mix without eating a slot (Maybe make it unlockable at a certain level)
Comment on this with your own suggestions?!
I was so confused when I first started the game because it's been such a classic features on games you only play missions, it's kind of disappointing there isn't one
And i agree, they could make the maps bigger but with vehicles
Vehicles should be top priority tbh, that adds a whole new dimension to gameplay. New cosmetics get old fast and not every new strat/weapon/armor perk gives me enough of a reason to use it over what I have now. I have extreme doubt that a city map will be done anytime time soon, they will probably have to entirely rework their map generation system for that.
Great update. The autocannon flak rounds are bugged, just to make you aware. Corpses cause them to detonate.
As in reality
They said proximity to targets, they didnt specify their condition.
Sorry, but I must report you to my democracy officer
ARC thrower players: first time?
Had an airburst round remind me there was a corpse *behind* me.
Thank you appreciate all the work u guys do THANK YOU!!!!!
We fucking love you guys, Helldivers 2 single handingly revived my love for multiplayer co op shooters and just multiplayer games all together. I saw myself mainly just playing single player games rather than multiplayer games whether it was because balancing issues with certain games (cough cough, overwatch) or not having a huge interest in the particular genre it failed in (apex legends, pubg, etc.) and the only other multiplayer game I've ever played that I've given equal amounts of praise for is Deep Rock Galactic. You guys fucking rule man, you succeeded where many other companies failed whether indie or AAA companies (mostly AAA lol) and I'm so proud to call myself a Helldiver. FOR DEMOCRACY BROTHERS! A GOOD BUG IS A DEAD BUG AND LETS SHOW THOSE CLANKERS WHO'S BOSS!
OOHRAH
Thank you for being great devs and sticking with this amazing game. Helldivers has such a great community and im glad to be a part of it!!
32 minutes of "HELL YES!"
Looking forward to seeing the future of Helldivers again!
Thank you very much for taking the initiative to improve other back attachments instead of reducing one. I think that is a much healthier way of approaching the balance than swatting down a favorite. Instead of swatting, you're giving more incentive to experiment, and that's wonderful.
my idea for patrols is for the threat level to rise gradually, like in risk of rain, and for players to be able to knock it down by destroying outposts; on this, we can make conditions such as an initially high threat level or its multiplier based on the rate of increase
Deep rock galactic has a mission type where swarms increase over time. I feel like helldivers could really do the same for eradicate missions and maybe even search and destroy missions. But its likely too oppressive for literally anything else.
HOLY SHIT NOW ALL WE NEED IS A LEVER ACTION RIFLE AND WE CAN BE A SPACE COWBOY WITH THE SENATOR
Liberty Day will make you very happy then
@@DiogoSalazar it's a bolt-action ackshully, but close enough 👍
@@DiogoSalazar I thought that was a musket or bolt action rifle, not a lever action.. hmm
@@PatrasPhantom you are indeed correct
You wrote lever and somehow I thought bolt
Someone did find an unfinished asset of a lever action rifle way back in March, so I'm 100% sure we're getting a wild west themed warbond in the future
Ive seen in a video somewhere an idea i like: you dont need to have the same back pack ammo to help reload someone else. As long 1 back pack is present someone else can help you reload without themselve having the weapon and pack... would really boost the "teamwork" aspect
It's been great watching the progress you guys have made. A few of the things myself and my friends have had issues with have been resolved or are getting worked on. You guys are definitely heading in the right direction and the game is in a fantastic place right now, it feel just as fun as it was when we first started diving. Keep up the great work, for democracy!
Proud of you guys frfr.
Really thanks you a lot for the update, the game feel so good rn. If possible, please have this kind of video in each big patch. love seeing these
😍
hell yeah - these are so great
'The nicest change' and it's an ergonomics buff to the Stalwart. Never felt like it moved too slow xD
I thought it was something else, but it was kinda slow, like for how small it is.
Stalward should Go to primary weapon Slot with 150mag cap. And 2 in Reserve and little lesse dmg in my opinion or an additional "stalward light" so that we can Play Double stalward
@@EswirdSchlimmer If it gets to be a primary it will throw assualt rifles dead in the water. its like taking an autocannon as a primary lol, its fine imo
@@EswirdSchlimmer How about Stalwart is switched to primaries as is, but make it heavier. As in reduces stamina and movement speed so long as the diver carries it. Players can switch to other weapons, but the weight of the stalwart will be a constant debuff regardless if it is in use or not, so long as it is being used as a primary.
@@xdlol1177 Eruptor/Dominator would also need to be affected, they are a lot heavier than Stalwart
Hell yeah! You guys rule! Historically I know gaming communities can come off quite negative in the form of feedback to patches and stuff, so hella props to you guys for keeping your heads up through all that!! This game is truly a gem amongst a lot of sad / botched releases across other big games - thanks for doing things right and making something fucking FUN to play!! ❤️❤️❤️
That mentality at 21:48 of bring everything up to the same level is peak character growth for the AH devs :P
Now the illuminate can be insanely hard
@@malicmarrow4726 lol. If they nerfed rocked devs to cater to your incompetence, y'all will bitch the moment the squids reverse your controls.
Stuff that was only good against illuminate in the first game - MG, flamethrower, and Strafing Run - are now so busted that they will trivialize the squids. Then once you cry enough for mind control to get gutted the squids will be more of a shooting gallery than even the bugs are now.
As soon as AH decided to toss the series DNA in the trash to cater to people who complained about the difficulty they lost any semblance of balance they had. As soon as they try to make the game remotely challenging again we'll be back to square one.
Meanwhile long term series vets are going back to HD1 - myself included. It is a real shame, but they'll ride high for a short time while y'all are temporarily appeased.
Just the fact that the Senator is gonna headshot chargers bro. Love that idea
And thank you for buffing the verdict. I loved the gun but was dissappointed at how useless it was against armor
Yeah I was always disappointed that despite it being a literal Deagle it didn't have hardly any impact. The stagger increase is nice too.
I've been having so much fun since the first part of the 60-day patch dropped. Before that I was dreading going into missions, getting bored of having to stick to the 'meta'. But now I just look at what my team has and pick something to compliment that. Every role is powerful, viable and most importantly; fun.
Hell, with the stim pistol and resupply backpack in hand I've been filling the medic/support role really well. I love hearing my team say 'thank you' every time I get them back to full health. I just wish to find someone else someday to get me back from 80% HP to 100%. One day...
Staying at 80% hp is very awkward as you can die easily but stimming for 20% feels like a waste. Im slowly collecting credits to buy stim pistol
Really love these patch videos and the communication. Great stuff, guys.
Amazing change to the Dominator, Now i can finally play the game!
I’m still confused on how it’s changed? Just moving it from explosive to special? Is it stronger now?
It makes sense that the enemies would just sit near extract, waiting for you to come to them to save energy.
Imagine this just makes it so theres 20 patrols worth of enemies loaded up at evac while youwere gone doing something else.
I SO FUCKING LOVE WHAT YOU DID. I NEVER LEFT BUT EVERYTHING YOU DID THESE PAST 60 DAYS MADE HD2 A LOT MORE FUN!
That sounds like a (500kg) blast to play!
So many fun changes: programmable ammo, backpack drone toggles, shield generator, purifier.
I really hope we can keep videos like these for big changes, because they are fun to watch and a great from of direct communication with us.
Ok thank God we got the old hulks back, the heavy cannon was way worse to deal with than the rockets
Stronger for sure, but considering hulks are now pushovers, I didn't mind personally.
@@chronic6428 what I hated was the fact that the hulks could shoot next to you without even hitting you or dealing damage to you and the shockwave from the heavy laser would still make you fall like a sac of potatoes. Then they start hitting you properly
All those changes are make it a 10/10 update. Backpack changes , enemy changes weapon changes . Everything improved so much.
Those 60 days really made a massive massive difference . I hope all the people at arrowhead have a nice day.
For super Earth
OMG THANK YOU FOR ALL OF THIS!!!! SO going to use the jump pack more now. SO many choices I don't know what to do now lol. Great tweaks and now I'm in love!!🔥🔥
Dear Arrowhead. Thank you! You took a great game, and made it incredible. A shinning light in a time where most big name game companies cannot offer a tenth of the fun this game contains, and then they try and charge you twice as much for the privilege. You are legends, keep doing what you are doing, keep doing these amazing videos, we all cannot wait to see what you do next. But more than anything, from the HD2 community, just a massive thank you.