➡➡CORRECTION - YOU CAN NOW SEE RESUPPLIES ON YOUR MINI MAP!⬅⬅ 👍How are you liking Helldivers now? Drop me a comment and let me know!👎👎 discord.gg/RNeJA8cVqb www.patreon.com/ltbuzzlitebeer www.twitch.tv/ltbuzzlitebeer www.youtube.com/@LtBuzzLitebeer twitter.com/LtBuzzLitebeer Official Buzz Merch - buzzs-boutique.creator-spring.com FULL Steam Patch Notes Link steamcommunity.com/app/553850/ Steam Player Counts steamdb.info/app/553850/charts/ 💻►Helldivers Companion Site Link Here - helldiverscompanion.com 🎮►Helldivers 2 on Steam - store.steampowered.com/app/553850/HELLDIVERS_2/ CHAPTERS 0:00 - Intro 1:14 - No Superstore or Major Order Recap Today! 1:33 - General Changes 3:19 - Primary Weapons - Plasma Weapons Behavior 4:22 - PLAS 101 Purifier 6:02 - PLAS 1 Scorcher (The New GOAT) 6:45 - Punisher Plasma 7:06 - Disappointing General AR Changes... 7:55 - Adjudicator BUFFS! 8:21 - Tenderizer and JAR-5 Dominator Changes 8:42 - General Thoughts on Liberator Non-Changes... 9:38 - Sidearm Buffs 10:48 - Throwables Everywhere! 11:46 - Strat Weapon Changes - Autocannon and Recoilless Rifle 12:44 - Machine Guns, Launchers and More! 13:28 - BIG Jetpack Tweaks! 14:06 - More Backpack Changes 14:55 - Stratagems - Eagle & Airburst 15:27 - MASSIVE Sentry Changes! 16:13 - Anti Tank Mines 16:46 - MORE Tesla Tower ZAPPAGE! 17:04 - Shield Gen Relay 17:29 - You'll Notice Those Cooldowns! 17:52 - HUGE Patrol Spawn Changes 18:33 - Terminid Changes 19:14 - BIG Automaton Adjustments... 19:53 - Less Bot Projectile Damage 20:45 - Hulk Bruiser...BIG Change Here! 21:07 - Less Bot Armor and Firepower... 21:40 - Automaton Tanks Changed Across The Board! 23:14 - MISC Fixes... 23:51 - Known Issues Board 24:14 - Lots of Changes, but those ARs Need Some Love... 25:13 - Hit Subscribe & DROP A Comment!
Glad you caught onto the supply drop thing. Might help to skim their video next time since they really honed in on that in the actual patch video, but I get that watching a 30 minute video might be a little rough on your video release schedule.
@@LtBuzzLitebeer I have played it almost every night since release and have never stopped loving it. I never stopped loving it, as disheartening as it was to watch them fight against the fun. It is getting that “Epic” feel that we had in the beginning back. Every mission the randoms I play with and I have one or two “YEEEEAAAAAAHHHHH!!!’” moments. That was what they had lost, and it’s so good to be getting it back.
There was that month of funk for a bit. I was here when they made the june patch and have been enjoying it ever since. Only Joined cuz irl friends convinced me to. Was skeptical in the beginning but am glad i’ve been through the ups and downs. I think majority can agree that as developers who listen to feedback AH is the Gold Standard. Wishing for only the best from here on out. As a fellow Diver spreading managed Democracy we must continue to unite and make our voices heard. FOR SUPER EEEEAAAAARRRRRRTTTTHHHH!!!!!!
@davidoviedo39 He did? When at the end? Because the first thing he says about the supply drops is that there is no mention of it in the patch notes and that he hopes they add that in.
They need to fix the bouncing stratagems ASAP. It adds a TON of fun when you can strategically place turrets in niche places, but it's infuriating when you waste a turret when it bounces into a useless spot.
Real, I can pin whole battalions if I get a good place for a turret. But holy God, they'll just bounce everywhere and before I know it my rocket turret is giving me a colonoscopy.
Purifier slaps so hard now, it’s a joy to use. Hell yeah. So many Ws in this patch, the game is in such a good place, now that they’ve brought the fun factor back, they can focus on bringing new content in.
Honestly i felt the purifier was pretty good before as a team support weapon. The stagger force it threw down range let me stunlock most enemies so my friends could tear em apart. I get each weapon should stand as it's own thing but I also feel personally like some weapons should lean more into team play
A lot of what went wrong with this game was them listening to two small but very vocal groups - the hardcore max difficulty etc guys who couldn't understand that most people just wanted to have some fun and the social media bores who hardly played the game but jumped on the bandwagon and complained about every change, no matter what it was. Both groups were wrong and between them seemed hellbent on killing the game. I'm glad the game is back whether it should be - the negative people need to stfu and either enjoy it or find something new to play.
Makes it painfully obvious he didn’t watch the dev vlog they released like a day or two ago. That was one of the very first items that the arrowhead devs listed as part of their changes.
@@phraun it feels great now. Especially with a primary and sidearm that can handle everything else. Lib pen or Adjudicator and the Senator. You can kill anything with just what you're carrying, so you have 3 strats to adapt the build to whatever dive you're doing.
I’ve been playing guard dog liberator recently as it’s gets WAY more kills than I previously thought. The added ammo, accuracy, and pushback will make it sorta dominant
@@Multistan85 question: does it reload when you bring it back to the backpack? (At work for a few more hours. Already planning my loadouts and tactics for when I get off)
Always was good. It just went held back by it's ammo. Now it's easy to resupply, gets medium pen, and you can turn it off stopping it from wasting ammo into something like a charger
I play with the Liberator Penetrator almost exclusively and I've seen it get better over time, there was a time it used it used to take a whole clip just to kill one Berserker :D
The change to hunters having a shared cooldown on their pounce is a huge buff to guns that aren't close quarters! It feels great to bring a semi automatic weapon on bug missions now
I think everyone should try the adjudicator at least once, it’s my favourite ar in the game. Way before the buff diver updates, when it received its full auto capability, I found it to be an absolute monster against bots and bugs. Take any armour with the recoil while crouch buff and you’ll be laughing at how devastating it can be. Can’t wait to try out those new buffs
It’s meh. Tenderizer is also meh. Even after the changes. There’s no point in them existing. They just need to add weapon attachments and custom ammo already cuz these weapons serve no purpose. They’re literally worse versions of other weapons. And it frustrates the hell outta me cuz I liked the tenderizer. It just feels like crap.
DAMN IT! I was REALLY hoping that you can pair the ammo backpack with any MG and now you a backpack belt fed MG that I never have to reload. That would of been dope.
That’s still possible if you make it known to the devs. This update wasn’t about adding new assets like a new backpack for the mgs it was just about buffing the rest the things that needed it
As a fellow MG fan I'm okay with the flexibility of using the supply backpack, a guard dog, or a jump pack. The utility is better when focusing on clearing grunts. Team loading an HMG WOULD be awesome though.
@@rayzerot no no no... not a team thing. You get the ammo backpack and any MG, hit the button for using the backpack while the MG is equipped and you pull a belt of ammo from the backpack and put it into your MG. It would give you something like 1000-2000 rounds and no reload.
God I’d love if they added a lighting stratagem from the ship like it makes it all cloudy then lighting strikes a selected target and arcs to the surrounding ones
The Resupply is considered a support stratagem. you can tell because it's a blue beam. That is apparently missed for a lot of people. So there's your answer.
I left a comment on the arrowhead video, and i pretty much said, the game ia really good, howevwr doing the same thing over and over again will get boring. So i suggested different GAME MODES not objectives, i said space battles with the automatons, raiding an automaton ship, going underground into terminid hives, and purly stealth missions. Do you guys think those are good ideas?
I like your ideas but also what you suggested would be new objectives not game modes it would work just as well as new mission types I don’t see how a different game modes would work
This would be a different game, this is a "landscape engine" based shooter, I don`t think they could go so far from the original game to make stations and undergrounds on a large scale. If they could, count me in, but I don`t believe it.
They said before thier current engine might not be able to handle things like space battles. But we should get game modes. Smaller maps where you have to find and kill a mini raid boss
The toggle function on the guard dog strats will be a freakin boon and a half for stealth, I really didn't like having to unequip it everytime I encountered a patrol trying to regroup with the rest of the squad after finding the sneaky and elusive super samples.
@@grillionare3810 the standard guard dog having trigger discipline just made me laugh bro.... As a person who has also been killed by that traitorous Lazer rover.😅
I remember after a string of deathless Suicide Mission runs suddenly getting TKed three times in a single mission by a fellow helldiver's guard dog rover.
That's been in since day 1 you go to reload you think your done but the actually ammo refill seems to lag and not go white with the animation therefore it doesn't reload
Airburst launcher only has half ammo capacity to what is shown on your back. When you reload your character empties the tube, grabs a shell from the pack, loads that shell, and when that shell locks in a second shell disappears from your pack. So you lose two warheads for one reload. Go ahead and try it. I know I’m right and I hate that people flame me for even mentioning this problem.
This actually happens because when you reload a non-energy weapon, you have to cycle the slide to put a round in the chamber. This tends to be much more noticeable on guns that take longer to do that like the Eruptor. This also means that if you reload when you have one bullet left, you won't have to do that and the reload will be faster.
@lancet.1375 I get that, but it should not be putting a "ghost" round in the chamber. Right now, you have to load 2 bullets in the chamber to shoot 1. As you said, for the guns that take longer, it feels even worse.
theres nothing to fix, you just keep accidentally cancelling the animation on the last couple frames in some way, via a dive or melee or whatever. this happens to me a lot too, especially while fighting bugs. just gotta (annoyingly) wait that last little bit 👍
The Senator will always be the sidearm GOAT. The grenade pistol kicks so much ass for closing bug holes to save throwables, but the Senator can now take down Chargers! Super stoked to see the Autocannon and Recoiless Rifle getting selectable ammo-types.
Autocannon flak is terrifying and powerful. Watch out it triggers on enemy corpses and detects them in a wide distance. The flak shrapnel also travels a LONG distance and killed a team-mate a good 30m away from my target.
Don't know why this posted here. Was talking about the Senator... I tried it... It took most of my ammo to take down a charger. Feels more like a good way to finish them off once they have taken some damage. Note tried this once so your mileage may vary.
@@feldamar2 I agree, I've been hit by my own shot's shrapnel a few times. Took me down to almost zero, and I was standing quite a bit away from what I was shooting at. It's a cool ability but somewhat dangerous.
I think flak requires a nice elevated position to truly shine with swarms, otherwise it just seems to trigger off bodies etc. I mean it's still good but yeah firing it down on a bug breach just mowed everything up to mediums down. It's absolutely lethal against shrieker flocks as well - killed six of them with one shot earlier.
Hey Buzz, thanks for the updates as usual, great videos. I have a suggestion for future videos, when listing the changes to the weapons, you should include a screenshot of the weapon somewhere on the screen. I haven't played in a while and had no idea which weapon you were talking about 90% of the time.
Yeeeeaahahah! What an update! I'm mostly excited about the jump pack buffs, and while those are great, I had really hoped that they would give it an additional charge. So, that way, you could jump twice in quick succession. There's been plenty of times where I've found myself having to wait for it to charge again because I'm stuck in some sort of situation where I'm surrounded.
They talked about being able to see the resupply stratagem on the mini map in the first 5 minutes of their 30 minute Buffdivers video this morning. I’ve been wanting it for so long I yelled out “no way”
Having some stealthy weapons would be nice, like a suppressed secondary, a bow with regular and explosive arrows (like the new programmable ammo) and strategem that would either reduce your detection radius significantly or just makes you invisible for a 10-15 seconds(maybe like 2-3 uses a mission) and more knife buffs would be nice(although I do like the spam-able knives now lol)
I used the JP a lot before the changes. It's a bit faster around the map and can help create more distance in combat, but it's harder to reach high platforms now and there's a risk of ragdolling if you hit anything midair. The old JP never caused a ragdoll unless you were hit by an attack that would have ragdolled you anyway like an explosion. Now you can faceplant a wall or trip over a tree branch. JP is good, but it was already god-tier on bugs. Now it's a bit riskier to use so be aware
On the bot side with a coordinated team, the shield with HMG turret or 2 inside is a game changer. With the massive buff to the bubble shield and telsa tower, area denial is now VERY possible. A much deserved round of applause for the arrowhead team should be in order!
It has less height, you can't get on ledges at LZs anymore. It flings you forward so far that you no longer have control close range. Great for evading but I don't like the new one, the old one was my main strat. All it needed was a slight buff all around.
@@Commander_ZiN You can also use it as speed advantage when attacking the flanks or when jungling. You can't say it's bad from start when you don't know the advantages of the new. Ppl always do that. Try to drop your expectations and learn anew
@@sebastianteister Erm why do you saying I don't know the advantages when I clearly say it's great for evading? However I don't know how much you used it before but it was my most used strat, I had lots of control jumping in and around in battle, now I don't have the precision, it flies farther than expected and in short range jumps it's almost impossible. Also they said in the patch notes it's supposed to have more height, it doesn't it has less height. This was the biggest complaint before that it didn't have enough height and now it has less? Those dark fluid packs, everyone loved them, just make it 10 to 20% closer to them. I don't have to drop my expectations, that a buff should be an improvement, people have opinions yes, they won't all agree with you but they're equally valid. All I want is to be able to get on top of the little cliffs at extraction zones, have you tried getting on them? Can you get on them? I could get on them with ease before, now I can't even get on top of the chopper in one leap, I need to grab on the side and pull myself up. Before I could jump onto it from a distance. Sure maybe I need to give it more time, but I was pretty skilled with the last pack, able to land on a charger's back. I do like the new cooldown and speed, but it's not as useful as being able to reposition in battle from a position of weakness to a strike position.
ARs Don't throw big rounds. That's the whole point. You have a lot of ammo which is why the damage adds up. I mean I would have liked to see them all be around 80 to 100. But I think some of the changes (between both updates) do make them more viable to bring if you have something like the auto cannon, quasar, grenade launcher, ect .. with you.
I’ve always used other strats to deal with heavy units before last patch, and I don’t feel confident about my primary weapons being used for crowd control without an additional weapon strat. The burst mode the AC has now helps clear chaff way more now, especially when paired with the flamethrower primaries I unlocked recently
@johncrowley3322 lol, no. Those changes are nice because it makes them available more often. Although only 30 seconds is a little small, it makes a big difference on maps with difficulty modifiers that extend cooldown times
Guard dog backpack is a lethal killing machine. It can dish out reliable terrifying damage to everything except chargers/tanks. Makes mince meat of bot chaff and even walkers with the new armor pierce. Autocannon flak is terrifyingly powerful. Watchout, it triggers on corpses too. So you have to be aware of those before firing. Shrapnel effect can kill friendlies from 30m away. Heavy armor actually seems to hold it's usefulness much better now. Purifier and scorcher are great. Purifier is AMAZING against groups of enemies. Bugs go pop pop. Jump pack gives you all the room in the world to kite bugs. Perhaps use with eruptor or purifier? Liberator is actually very good. It's recoil reduction was in the HORIZONTAL. which makes it much easier to use. It feels like a punchier sickle. I'm liking it's chaff clear ability. Frag grenades are...miniature strats now. Definitely a helpful problem solver. Use 2 never 1. Eagle Straffing run is a lethal machine combined with kiting and the jump-pack. Lead the enemy in a line and unleash the BRRRRT. 30x kill streak is fun! Sentries are great distractions. The cooldown is often enough you can use them in most fights now instead of being more strategic with where/when you can use them. The machinegun sentry strat is mediocre but it's cooldown is so short you can throw out a 2nd before the first times out. It's kinda interesting there. Gatling is just better as a SINGLE turret though. Watch out, you can survive the machine gun strafing you...NOT the gatling. Smoke works now. Like...actually works. Devastator heads pop much easier now. Guard dog has an amazing habit of doing so.
I actually use the liberator (and possibly now the liberator penetrator) over the adjudicator. Honestly, the basic liberator to me has always “felt” the best of all the automatic weapons in the game, including the sickle. It’s got great ergonomics, very manageable recoil, decent damage, good sized mag, and a quick reload (compared to the tenderizer, man that thing reloads slow.) Not every weapon needs a damage increase - sometimes you need a gun that just does everything reasonably well. I’m afraid if they increased the libs damage, they’d decrease some of the other stats. . . . . and then it would be the same as the tenderizer just a different skin. I think it will become one of the most versatile weapons in the game once customizable ammo hits with the weapon lab, able to do many things well while other weapons do certain things really well.
@@reaper_exd7498no, they dont. I usually run lib carbine, tenderizer, adjudicator on 10s. And i can handle pretty much anything with the right loadout. So yes, custom attachments would be cool. Full rework? Nah. Just try spray n pray less.
@@brunomonteiro7788 brother, nobody said anything about not being able to clear shit with ar's, it's about the apparent lack of standout features versus the rest of the weapons. reaper is also going overboard, but claiming they are fine when we have literal flamethrowers and shotguns that set shit ablaze for bugs, and the mini boltor (jar-5) for bots, the ar's are falling behind quickly
3:43 In short, while the behavior of Plasma projectiles has been standardized in terms of how fast they slow down, the uniqueness of each weapon remains because they still shoot projectiles with different speeds and sizes.
The funny thing about this update is that it feels more like the Helldivers are learning how to use the damn guns and not the guns becoming stronger. Like learning to use the programmable bullets and new functions.
They REALLY need to push the bouncy strat beacons to top priority. A 500kg bomb bouncing back at you to land at your own feet is not a thing that should be.
They have a lot to fix. Disappearing ammo for penetrator and airburst launcher Ragdolling is still atrocious and makes high tier bots unplayable Bouncing stratagems for no reason Hellpods being locking to dropping you into pits and bodies of water, not letting you steer away from a death landing zone Blast damage ignoring cover Patrols magically always knowing your position. If they want stealth to exist this X-ray/aimbot npc feature needs to go unless you are making yourself known to the enemy ARs are still completely pointless as a weapon class after updates And the list goes on
Lib needs even more damage? Huh? It got buffed last time. It's pretty dang good, now. The ARs have felt pretty good since the last patch. Previously I didn't have much of a reason to take Liberator over Sickle - Sickle has that small delay before it starts shooting and that was about it. Lib has good amount of damage over the Sickle so it feels like an actual trade off. I've actually been running it and the other ARs a fair amount since the last patch.
I love that they increased the throwing knife capacity. Can they make them cause bleed or slow down the enemy and will make them unique or at least usable ❤ super happy with the changes
Assault Rifles for me seem to be perfect now, they already were pretty awesome from the last update. ARs seem to work as I would expect them to and are great for medium range engagements.
dude i love this been playing with the auto cannon time to try some of teh rest. im so glad the jump pack got upgraded its my favorite when im not rocking the cannon of doom. eagle strafing run is great against bile titans now yes when you used the jetpack you could aim decently for like half a second and then it whent wherever
AR’s aren’t getting strong enough buffs, but at least they are moving in the right direction. There are so many ways to make them 10x times more enjoyable ”more DAKKA and less precision aiming with 30 round magazines”. Last 2 patches have been very good and I hope they will keep this up in the future.
tbf, it has a 100 rounds in the mag", potentially infinite ammo through cooldown, and high rof the offset of lower damage is acceptible imo when you have potentially limitless ammo
Gotta say, I've been loving the new assault rifles since before today's patch. I used to prefer using shotguns and explosive-type weapons on Bug front. Now the Liberator Carbine and OG Liberator are my go-tos. : )
Only struggle with the Autocannon is how you can't bounce your shots off the factory vents when facing the Bots. The Ammo change is fantastic though. The fun build of running Quassar Cannon and Jetpack is an absolute blast now!
Something I noticed about this update that didn't make it into the patch notes, punishers account for the +1 in the chamber on reload. Since essentially launch you start with 17/16 on landing with hellpod optimization but that was it. Now when you reload, you get 8 in the left tube, 8 in the right, and 1 in the chamber. Effectively all but the plas punisher got a magazine increase.
The only thing I'm really disappointed about is the fact that they didn't make the dominator an actual explosive weapon. Even if it's just a small explosive effect, it would be nice to make it a bolter.
Buzz, I share your feeling with the ARs, but I use them constantly. I think reload speeds on ARs ought to be sped up significantly. If we can't have more raw damage, raise our DPS and let us not get punished so hard (especially by bugs) where laser weapons don't have this issue nearly as much. Our downtime is just too long. ...maybe if they added weapon attachment customization...
I started ducking, bobbing, weaving, and diving the first time I had a teammate try to use the stim gun on me. I was so confused cause I thought we'd been getting along. Wasted a number of stims
I'm not sure I'll ever use the explosive round on recoilless. Having that stratagem is about anti tank and I don't want to waste rounds on chaff. My team needs me to be able to drop heavies fast.
@@__-fi6xg That isn't my experience. Lots of heavy but still a ton of chaff as well. I could see the temptation and maybe against a cluster of spewers it could do well, but yea, using against heavies is always going to be the priority.
I'm just wondering what exactly you want from the AR's? What do you consider a good spot for them? How many bullets do you think it would take per enemy type? The stock liberator already drops small enemies in one to two shots and medium enemies in a few weak point shots and handful of body shots. I've been using the AR's a lot since day one and I think they're really in a good place.
I have no issue with the Liberator guns. They are quite useful for light enemies, and are a good introduction to the game. After that you have both the AR61 and the BR14 and even the Lib Concussive. But ofc. We all look for more power. Still They got a good buff and are decent against smaller targets. Imo.
I'm interested to see how the change to Devastator heads will affect weapon break points. DCS will still one shot them for sure, but wondering if that'll be the same for other marksman primaries
@LtBuzzLitebeer , i dont have a problem with the damage of AR´s , but i would give them more ammo. I believe that AH will give us a weapon upgrade/customization system to improve the weapons as some sort of endgame feature. However in general i think more ammo would make up for the lack of damage. Just pump them full of metal if its not much initial damage.
I really feel like they need to change the way the jetpack cooldown works. Instead of it being a set jump and set cooldown they should treat it more like the energy weapons. Have a set charge to the pack that slowly regenerates and if you use it for too long then it overheats and locks out/takes even longer to regen. That way you would have the option to use it more frequently for tiny jumps that it could recover from quickly or you could use it for a big jump that takes a lot of the charges and needs a good amount of time to reset from. Gives much more flexibility and also could help the diver not get punished from glitchy jumps where you get caught on something.
@@LtBuzzLitebeer it has less height, you can't get on ledges at landing zones, and you have no control at close range. As someone who used it as a main strat I preferred the old one, it needed a buff, but I'd rather go back. I think they miss calculated the trajectory. It would be awesome if the trajectory was tied to run speed though.
11:47 just noticed around this mark that the laser from the guard dog visually cuts off when shooting behind you so your whole screen doesnt get light beamed
Oh by the way for some countries they made it so you actually have to agree to that whole license act that pretty much states you don't actually own the game you're just paying to be allowed to use it no idea if that's worldwide or just certain countries but I haven't seen anyone talking about it so just thought I'd actually dropped that bit of info over on your Commons considering you normally cover things like this whenever you hear about them
I mean I’ll definitely always run an assault rifle but I do absolutely agree. They are more of a novelty than an actual tool. They are a little more viable but then you are also correct in saying the other choices are better. I think the base damage should be 80 at a minimum (so for both the liberator and liberator carbine) Then in the heavier caliber weapons you’d expect to see 90 maybe for penetrator and then 100 for the Adjudicator… I wouldn’t even mind a heavier recoil so you get the feel your firing a heavier weapon. I will say I do take the time to get headshots with the heavier caliber rifles as well so I do get some utility there but with the sheer numbers they throw at you on levels 9 and 10. It just feels underwhelming when all the other choices exist.
Had a chance to jump in yesterday: stalwart feels very sexy indeed. BUUUUUT - ragdolling feels worse, and go and try a nice casual lvl 6 raise flag mission. Spawns were Helldive level 🤣🤣🤣 Me and my crew were wiped out. The new ammo types for AC and recoilless are interesting but I’m not sure id pick it over the classic. I’m sure there’s some tweaks to come, but other than that - feels great!
I haven't played for a while now, and don't know if this was changed or not, but I often had trouble finding a flat area to prone to avoid the miss alignment on the aim. Basically, if you prone on a incline where the left side is higher than the right side or vice versa, the aim input tried to match the terrain so you had to adjust by compensating for it. I never liked it. Especially because it had too much impact or generally too sensitive to the enviorment.
Honestly, I've always enjoyed the ARs and preferred them over the energy weapons. They still handle very well and hold up great against all the chaff and even most bigger units.
Purifier is epic. Although I was one of those weirdos that liked it before. But it's god tier for me now. It's literally like scorcher and railgun had a baby
The purifier is trash...It kills you and your teammates before it does anything to enemies. I've had several randos use that shit get me or someone killed and we instantly come back kill them and refuse to call them back in after
Well it’s not supposed to be used near teammates to begin with… the plasma weapons caution against that. I run with plasmas all the times and have never had an incident. Can’t rule them out over poor usage
As an AR junkie, who personally had swapped to the Lib pen after the first big update. I think the Lib Pen is doing, very well for itself. Dunno about the other Libs but the Pen is alright.
A23 Lib Pen I loved but the mag size was annoying your reloading far too much now they upped from 30 to 45 but lowered the spare mags. I'll be trying it again tonight or tomorrow
@yukioacumora4430 no they haven’t. They feel purposeless. Their jobs can be done better and faster by other weapons and it’s always been that way. They need to just let us have customization for weapons attachments and ammo for ARs cuz currently they are bland and is the first thing you swap away from when SHTF.
@@reaper_exd7498the whole point is to deal with small and medium enemies with the ar while you can being a good secondary and whatever support weapon you want for heavy enemies. You just suck at the game
@@reaper_exd7498 yea, I ain't got any clue what weapons those are other than a few shotguns or JAR--Which I constitute jar as bolter rifle. Because; • Sickle is an energy version of an assault rifle, and it's still damn good. • Scythe isn't bad, but it's not *great* either • DMRS still suck and fall off with how you can't play to their extreme ranges with how Patrols work. Espcially in D10, where patrols will home in on you 24/7. • Scorcher just got a huge buff with automatic fire • Purifier is damn good right now, and it's basically just a bigger brother version of Scorcher • All the smgs are just bad, other than Pummeler, maybe. They are just ARs with worse damage and worse fall off So all this really leaves is Crossbow, Eruptor (if you don't hate the bad shrapnel RNG), Punisher Plasma (if you don't hate how weird it can be), Blitzer (which is just an electric shotgun basically), Cookout and thr Breaker/Breaker IE. Considering most of the competition outside of shotguns is either ¹Bad ²Weird gimmicks or ³Crossbow ARs are doing just fine. And have a monopoly on long-range fighting capability across multiple weapons, with the only other thing more accessible and better thsn them being maybe Eruptor. Not to mention, they contain Abjusticator and Tenderiser, super super dominate weapons right now, with sickle having been a fan favorite ince day 1 it came out. So yeah, I genuinely don't know what you're smoking right now. There was a time ARs were kinda bad, but that time passed quite a few patches ago.
I think the jump pack bug might be related to shooting yourself in the air. Even before the update, some weapons could hit yourself while in the air, so I’d imagine with the new and faster jet pack, more weapons can do it.
Yes I remember when the game first came out I was saying the boys are shooting me through cover on the subreddit and basically everyone said I suck at the game and don’t know what I’m doing and should lower difficulty. It’s good to see this issue addressed, I’ll be terminating some bots for sure.
Reducing the sentry lifetime seems a little pointless. We still have 100% uptime and throwing a new one already removes the old one so as far as I can tell we still couldn't have and never could have had two of one type up at a time. In fact I almost see no point in them have a lifetime at all since they have limited ammo and like I said, you can't have two of any type up at a time. I suppose it's just to keep us on our toes. The armor changes seem paltry compared to how we were nerfed before. 5% and 8% might help us survive one more hit depending on what hits us, which isn't nothing, but I suppose I'll just have to feel it out. What we really need is for them to cut the 50% increased body damage from the last change in half or something. And then maybe reduce that by another 10% for heavy. Also I'm glad they balance it now so that when mags are removed, it still overall leaves us with the same/more ammo just with less reloads... but I wish they weren't so allergic to just giving us more ammo. Would an 8 mag lib penetrator be so bad? I suppose we have enough options to get our ammo back, though, especially now that the resupply is on the map and easier to find. But overall, if our worst complaints to this many changes are what they didn't do, rather than what they DID do, I'd say it's a pretty big win. We used to complain about almost every other change rather than just being hungry for more.
I’ve test most new stuff today and I have to say they really put some work into those plasma weapons and the Plas 101 might be my favorite primary right now and the Senator is GOATd!
Jet Pack + Stalwart is pretty clutch . The thrust force is awesome, even though I've hurt myself by launching bodily into the sides of cliffs/rocks, lol.
I've seen a lot of people discussing the idea that arrowhead may possibly be releasing full weapon customization. I mostly use the AR wepaons because thats what I enjoy the most, but that may explain why they aren't adding damage because they plan to add customization for ammo as well
used the jetpack several times, laughed my arse off, it has so much thrust it will knock you prone if you don't be care full, also launched myself into some rocks actually nearly killing myself lolol i would love to have some addition info in the helmets, like a HUD that shows samples, from further away, weak points on enemies, health or stuff like that.
Any chance you can show a quick image of the weapon you are talking about when going over patch notes like this? Would be helpful for divers like me who like to visualize the tools of Democracy!
The armor pen breakdown is nice, but I would like to see the following info (number) in-game on the gun showing what is it. I dont want to use a a spread sheet from another site to show me the weapon stats.
I think they meant the AR's to be your standard issue work horse, enough to be a viable option but not strong enough to be solely reliable. I do agree they could have done more with the AR's with this patch. Before the buff I was using the Battle rifle and it felt like it wasn't doing enough to drop foes. Burning through the ammo for it too quickly when dealing with large groups of enemies. ( could be a skill issue) I would have like it to have 10 mags instead of 8, but at least now it will have larger magazines. Otherwise I think this patch was very successful.
I believe they should still get credit for accepting they were going down the wrong path and brought the game back to the fun experience most of us enjoyed with moments of rewarding challenges along the way .
@@reaper_exd7498have you seen other gaming devs? Half the time they don’t even change shit at all despite their jobs being threatened. At least we are getting communication and results even if it took a while.
9:20 You tend to forget how good accurate is when fighting the bots. The liberators can now more reliability hit headshots on devs way easier now and plus the changes to their armor on their heads makes literally every liberator 2 shots them
➡➡CORRECTION - YOU CAN NOW SEE RESUPPLIES ON YOUR MINI MAP!⬅⬅
👍How are you liking Helldivers now? Drop me a comment and let me know!👎👎
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CHAPTERS
0:00 - Intro
1:14 - No Superstore or Major Order Recap Today!
1:33 - General Changes
3:19 - Primary Weapons - Plasma Weapons Behavior
4:22 - PLAS 101 Purifier
6:02 - PLAS 1 Scorcher (The New GOAT)
6:45 - Punisher Plasma
7:06 - Disappointing General AR Changes...
7:55 - Adjudicator BUFFS!
8:21 - Tenderizer and JAR-5 Dominator Changes
8:42 - General Thoughts on Liberator Non-Changes...
9:38 - Sidearm Buffs
10:48 - Throwables Everywhere!
11:46 - Strat Weapon Changes - Autocannon and Recoilless Rifle
12:44 - Machine Guns, Launchers and More!
13:28 - BIG Jetpack Tweaks!
14:06 - More Backpack Changes
14:55 - Stratagems - Eagle & Airburst
15:27 - MASSIVE Sentry Changes!
16:13 - Anti Tank Mines
16:46 - MORE Tesla Tower ZAPPAGE!
17:04 - Shield Gen Relay
17:29 - You'll Notice Those Cooldowns!
17:52 - HUGE Patrol Spawn Changes
18:33 - Terminid Changes
19:14 - BIG Automaton Adjustments...
19:53 - Less Bot Projectile Damage
20:45 - Hulk Bruiser...BIG Change Here!
21:07 - Less Bot Armor and Firepower...
21:40 - Automaton Tanks Changed Across The Board!
23:14 - MISC Fixes...
23:51 - Known Issues Board
24:14 - Lots of Changes, but those ARs Need Some Love...
25:13 - Hit Subscribe & DROP A Comment!
Resupply on map 👍🏽
Stalwart got BULLSHIT, just like I knew would happen
Glad you caught onto the supply drop thing. Might help to skim their video next time since they really honed in on that in the actual patch video, but I get that watching a 30 minute video might be a little rough on your video release schedule.
@@LtBuzzLitebeer I have played it almost every night since release and have never stopped loving it. I never stopped loving it, as disheartening as it was to watch them fight against the fun. It is getting that “Epic” feel that we had in the beginning back. Every mission the randoms I play with and I have one or two “YEEEEAAAAAAHHHHH!!!’” moments. That was what they had lost, and it’s so good to be getting it back.
There was that month of funk for a bit. I was here when they made the june patch and have been enjoying it ever since. Only
Joined cuz irl friends convinced me to. Was skeptical in the beginning but am glad i’ve been through the ups and downs. I think majority can agree that as developers who listen to feedback AH is the Gold Standard. Wishing for only the best from here on out. As a fellow Diver spreading managed Democracy we must continue to unite and make our voices heard. FOR SUPER EEEEAAAAARRRRRRTTTTHHHH!!!!!!
This morning I saw resupply drops on my mini map!! It's AWESOME!!
@@vancethefirst My mistake, but glad you're seeing them. Overall, good update. 👍
@@LtBuzzLitebeer 100%. What a breath of fresh air when every update moves the ball in the right direction.
If the only update they made was making resupply on mini map that would be enough but the changes they made MIND BLOWING
Resupply is marked on the map also
This is literally the first piece of information he said
@davidoviedo39 He did? When at the end? Because the first thing he says about the supply drops is that there is no mention of it in the patch notes and that he hopes they add that in.
First thing he said was being wrong about it
He could have watched the arrow head video and gotten info from the people who made the changes.
They show it on map, made me bust.
Supply drop is a support strategem. And it specifically says support strategems now show on the map.
They need to fix the bouncing stratagems ASAP. It adds a TON of fun when you can strategically place turrets in niche places, but it's infuriating when you waste a turret when it bounces into a useless spot.
LOUDER!! this happens to me all the time 🤣
It’s in the notes as their top priority
@@ICEMAN21097 I saw it in "Medium Priority".
PersonalöyI like the hilarity of bounces but it should be for all stratagems and you should have an armor perk or booster that makes them sticky
Real, I can pin whole battalions if I get a good place for a turret. But holy God, they'll just bounce everywhere and before I know it my rocket turret is giving me a colonoscopy.
John Helldiver is offical cannon.
John Helldiver doesn't use jump packs. He jump scares the planet he's standing on.
He uses throwing knives and a resupply pack
son of general brasch
Purifier slaps so hard now, it’s a joy to use. Hell yeah. So many Ws in this patch, the game is in such a good place, now that they’ve brought the fun factor back, they can focus on bringing new content in.
If only they listened to the players 6 months ago
@@joegrayii True, but better late than never. The game has a future now.
Honestly i felt the purifier was pretty good before as a team support weapon. The stagger force it threw down range let me stunlock most enemies so my friends could tear em apart. I get each weapon should stand as it's own thing but I also feel personally like some weapons should lean more into team play
A lot of what went wrong with this game was them listening to two small but very vocal groups - the hardcore max difficulty etc guys who couldn't understand that most people just wanted to have some fun and the social media bores who hardly played the game but jumped on the bandwagon and complained about every change, no matter what it was. Both groups were wrong and between them seemed hellbent on killing the game. I'm glad the game is back whether it should be - the negative people need to stfu and either enjoy it or find something new to play.
@@quirinaled2752 Yeah except now the game is ridiculously easy, the fun factor is ruined on max difficulty for a lot of people now.
2:00 Even tho it is not listed, you can see the resupply on the map.
But it is listed, "support strategems". Resupply counts as a support strategem
Makes it painfully obvious he didn’t watch the dev vlog they released like a day or two ago. That was one of the very first items that the arrowhead devs listed as part of their changes.
You don't realize how often the spear was ricocheting until you shoot 4 shots back to back and all 4 targets die in one hit. Huge change.
I never had that issue. I would just aim the tube up until I got lock. Always a top down attack. Not having to Mcjigger it is super nice now.
Yeah I dumped it entirely in favor of the RR for that reason. Haven't tested it yet but, really hope it's all good now.
@@phraun it feels great now. Especially with a primary and sidearm that can handle everything else. Lib pen or Adjudicator and the Senator. You can kill anything with just what you're carrying, so you have 3 strats to adapt the build to whatever dive you're doing.
Guard Dog is actually pretty solid now! I’d say it feels great especially the reload just so smooth.
I’ve been playing guard dog liberator recently as it’s gets WAY more kills than I previously thought. The added ammo, accuracy, and pushback will make it sorta dominant
Bro u weren’t kidding. Pressing 5 also helped me out when outnumbered .
@@Multistan85 question: does it reload when you bring it back to the backpack?
(At work for a few more hours. Already planning my loadouts and tactics for when I get off)
@doglog5748
Doesn't reload in the drone. Just pulls it into standby mode in the backpack bay
Always was good. It just went held back by it's ammo. Now it's easy to resupply, gets medium pen, and you can turn it off stopping it from wasting ammo into something like a charger
I play with the Liberator Penetrator almost exclusively and I've seen it get better over time, there was a time it used it used to take a whole clip just to kill one Berserker :D
What about it makes you stick with/like that weapon so much?
i remember those days... dark times indeed for the LibPen...
@ConnorLinley i use i over the adjudicator because of the recoil. While yes, the lib pen has less damage, but I can get more rounds on Target with it
I mean, it's still not very good 🤷
@@Spacko42it's fantastic git good lol
The change to hunters having a shared cooldown on their pounce is a huge buff to guns that aren't close quarters! It feels great to bring a semi automatic weapon on bug missions now
I think everyone should try the adjudicator at least once, it’s my favourite ar in the game. Way before the buff diver updates, when it received its full auto capability, I found it to be an absolute monster against bots and bugs. Take any armour with the recoil while crouch buff and you’ll be laughing at how devastating it can be. Can’t wait to try out those new buffs
ARs are still mid on harder difficulty, you need something that can kill armored striders effectively or its bad.
It’s meh. Tenderizer is also meh. Even after the changes. There’s no point in them existing. They just need to add weapon attachments and custom ammo already cuz these weapons serve no purpose. They’re literally worse versions of other weapons. And it frustrates the hell outta me cuz I liked the tenderizer. It just feels like crap.
My main issue is they run out of ammo at the most inconvenient moments
@__-fi6xg
Adjudicator and lib pen can deal with armored striders. Aim for the leg joints. 4 shots from the counter sniper as example.
@@stephenpuisis632 good, im happy for you.
DAMN IT! I was REALLY hoping that you can pair the ammo backpack with any MG and now you a backpack belt fed MG that I never have to reload. That would of been dope.
That’s still possible if you make it known to the devs. This update wasn’t about adding new assets like a new backpack for the mgs it was just about buffing the rest the things that needed it
As a fellow MG fan I'm okay with the flexibility of using the supply backpack, a guard dog, or a jump pack. The utility is better when focusing on clearing grunts. Team loading an HMG WOULD be awesome though.
Maybe a team loading mechanic just with a supply pack would be possible.
Team loading mechanics are awful. The concept is fun but I've never seen it used or used well in the wild
@@rayzerot no no no... not a team thing. You get the ammo backpack and any MG, hit the button for using the backpack while the MG is equipped and you pull a belt of ammo from the backpack and put it into your MG. It would give you something like 1000-2000 rounds and no reload.
God I’d love if they added a lighting stratagem from the ship like it makes it all cloudy then lighting strikes a selected target and arcs to the surrounding ones
I immediately thought of the orbital flare strat were getting (hopefully soon)
Then I figured it out
@@nocovanco6179 “atmosphere arc injection aggregating”
I think you meant lightning
A lighting strat might be nice too though. I don't particularly like night missions
Resupply is technically support strat 🤣
The Resupply is considered a support stratagem. you can tell because it's a blue beam. That is apparently missed for a lot of people. So there's your answer.
Yeah I mean it's pretty clear right?
I left a comment on the arrowhead video, and i pretty much said, the game ia really good, howevwr doing the same thing over and over again will get boring. So i suggested different GAME MODES not objectives, i said space battles with the automatons, raiding an automaton ship, going underground into terminid hives, and purly stealth missions. Do you guys think those are good ideas?
I like your ideas but also what you suggested would be new objectives not game modes it would work just as well as new mission types I don’t see how a different game modes would work
Not new game modes, new mission types. I would like to see some vehicles first, then the Illuminate, then more objectives to spice things up
@sir_genericname4781 fair point, it would also be easier that way. Just by making them objectives.
This would be a different game, this is a "landscape engine" based shooter, I don`t think they could go so far from the original game to make stations and undergrounds on a large scale. If they could, count me in, but I don`t believe it.
They said before thier current engine might not be able to handle things like space battles.
But we should get game modes.
Smaller maps where you have to find and kill a mini raid boss
The toggle function on the guard dog strats will be a freakin boon and a half for stealth, I really didn't like having to unequip it everytime I encountered a patrol trying to regroup with the rest of the squad after finding the sneaky and elusive super samples.
I swapped from the laser dog mainly because it tends to kill me more than the bugs. The standard guard dog actually has trigger discipline
😂
@@alf3052 what?
@@grillionare3810 the standard guard dog having trigger discipline just made me laugh bro.... As a person who has also been killed by that traitorous Lazer rover.😅
@alf3052 oh lol 😆 yea I'm serious that thing has killed me more than friendly fire ever did
I remember after a string of deathless Suicide Mission runs suddenly getting TKed three times in a single mission by a fellow helldiver's guard dog rover.
They NEED to fix the ghost reloads(especially noticed on the Eruptor) when you have a reload animation but the mag is empty...
That's been in since day 1 you go to reload you think your done but the actually ammo refill seems to lag and not go white with the animation therefore it doesn't reload
Airburst launcher only has half ammo capacity to what is shown on your back. When you reload your character empties the tube, grabs a shell from the pack, loads that shell, and when that shell locks in a second shell disappears from your pack. So you lose two warheads for one reload. Go ahead and try it. I know I’m right and I hate that people flame me for even mentioning this problem.
This actually happens because when you reload a non-energy weapon, you have to cycle the slide to put a round in the chamber. This tends to be much more noticeable on guns that take longer to do that like the Eruptor.
This also means that if you reload when you have one bullet left, you won't have to do that and the reload will be faster.
@lancet.1375 I get that, but it should not be putting a "ghost" round in the chamber. Right now, you have to load 2 bullets in the chamber to shoot 1. As you said, for the guns that take longer, it feels even worse.
theres nothing to fix, you just keep accidentally cancelling the animation on the last couple frames in some way, via a dive or melee or whatever. this happens to me a lot too, especially while fighting bugs. just gotta (annoyingly) wait that last little bit 👍
The Senator will always be the sidearm GOAT. The grenade pistol kicks so much ass for closing bug holes to save throwables, but the Senator can now take down Chargers! Super stoked to see the Autocannon and Recoiless Rifle getting selectable ammo-types.
Autocannon flak is terrifying and powerful. Watch out it triggers on enemy corpses and detects them in a wide distance. The flak shrapnel also travels a LONG distance and killed a team-mate a good 30m away from my target.
Don't know why this posted here. Was talking about the Senator...
I tried it... It took most of my ammo to take down a charger. Feels more like a good way to finish them off once they have taken some damage.
Note tried this once so your mileage may vary.
@@drewbeirn7704 flak is not used for heavy armor, its for swarms
@@feldamar2 I agree, I've been hit by my own shot's shrapnel a few times. Took me down to almost zero, and I was standing quite a bit away from what I was shooting at. It's a cool ability but somewhat dangerous.
I think flak requires a nice elevated position to truly shine with swarms, otherwise it just seems to trigger off bodies etc. I mean it's still good but yeah firing it down on a bug breach just mowed everything up to mediums down. It's absolutely lethal against shrieker flocks as well - killed six of them with one shot earlier.
Hey Buzz, thanks for the updates as usual, great videos.
I have a suggestion for future videos, when listing the changes to the weapons, you should include a screenshot of the weapon somewhere on the screen.
I haven't played in a while and had no idea which weapon you were talking about 90% of the time.
Yeeeeaahahah! What an update! I'm mostly excited about the jump pack buffs, and while those are great, I had really hoped that they would give it an additional charge. So, that way, you could jump twice in quick succession. There's been plenty of times where I've found myself having to wait for it to charge again because I'm stuck in some sort of situation where I'm surrounded.
They talked about being able to see the resupply stratagem on the mini map in the first 5 minutes of their 30 minute Buffdivers video this morning. I’ve been wanting it for so long I yelled out “no way”
Having some stealthy weapons would be nice, like a suppressed secondary, a bow with regular and explosive arrows (like the new programmable ammo) and strategem that would either reduce your detection radius significantly or just makes you invisible for a 10-15 seconds(maybe like 2-3 uses a mission) and more knife buffs would be nice(although I do like the spam-able knives now lol)
I used the JP a lot before the changes. It's a bit faster around the map and can help create more distance in combat, but it's harder to reach high platforms now and there's a risk of ragdolling if you hit anything midair. The old JP never caused a ragdoll unless you were hit by an attack that would have ragdolled you anyway like an explosion. Now you can faceplant a wall or trip over a tree branch.
JP is good, but it was already god-tier on bugs. Now it's a bit riskier to use so be aware
Was a JP user since day 1, now I dislike how it handles so much I won't be using it anymore. Agree with your statements
@@henrygazzola4899 I still think it's "better" if only for the cooldown, I can work with the rest it's just not as good a buff as I would have liked
On the bot side with a coordinated team, the shield with HMG turret or 2 inside is a game changer. With the massive buff to the bubble shield and telsa tower, area denial is now VERY possible. A much deserved round of applause for the arrowhead team should be in order!
I strangled myself severel times on a barb wire with the new jetpack 😅
Giggity?
Probs full giggity @@rayzerot
It has less height, you can't get on ledges at LZs anymore. It flings you forward so far that you no longer have control close range. Great for evading but I don't like the new one, the old one was my main strat. All it needed was a slight buff all around.
@@Commander_ZiN You can also use it as speed advantage when attacking the flanks or when jungling. You can't say it's bad from start when you don't know the advantages of the new. Ppl always do that. Try to drop your expectations and learn anew
@@sebastianteister Erm why do you saying I don't know the advantages when I clearly say it's great for evading?
However I don't know how much you used it before but it was my most used strat, I had lots of control jumping in and around in battle, now I don't have the precision, it flies farther than expected and in short range jumps it's almost impossible.
Also they said in the patch notes it's supposed to have more height, it doesn't it has less height. This was the biggest complaint before that it didn't have enough height and now it has less?
Those dark fluid packs, everyone loved them, just make it 10 to 20% closer to them.
I don't have to drop my expectations, that a buff should be an improvement, people have opinions yes, they won't all agree with you but they're equally valid.
All I want is to be able to get on top of the little cliffs at extraction zones, have you tried getting on them? Can you get on them?
I could get on them with ease before, now I can't even get on top of the chopper in one leap, I need to grab on the side and pull myself up. Before I could jump onto it from a distance.
Sure maybe I need to give it more time, but I was pretty skilled with the last pack, able to land on a charger's back. I do like the new cooldown and speed, but it's not as useful as being able to reposition in battle from a position of weakness to a strike position.
Resupplies are visible on the minimap, now.
ARs Don't throw big rounds. That's the whole point. You have a lot of ammo which is why the damage adds up. I mean I would have liked to see them all be around 80 to 100. But I think some of the changes (between both updates) do make them more viable to bring if you have something like the auto cannon, quasar, grenade launcher, ect .. with you.
My main play style and half the stratagems I use have been buffed substantially this patch. Thank you Arrowhead
The armor damage reduction values given are relative to medium armor aka "the standard". they have essentially made all armor more effective
The Autocannon ammo change is super fun! I can actually use this against bugs now!
Now? I've been using the AC against bugs since I unlocked it after launch. It closed holes and killed almost everything
I’ve always used other strats to deal with heavy units before last patch, and I don’t feel confident about my primary weapons being used for crowd control without an additional weapon strat. The burst mode the AC has now helps clear chaff way more now, especially when paired with the flamethrower primaries I unlocked recently
30 sec timer cool down and 30 sec less life is essentially a nothing burger buff/nerf tired of those type balance changes
@@johncrowley3322what are you walking about?
@johncrowley3322 lol, no. Those changes are nice because it makes them available more often. Although only 30 seconds is a little small, it makes a big difference on maps with difficulty modifiers that extend cooldown times
Guard dog backpack is a lethal killing machine. It can dish out reliable terrifying damage to everything except chargers/tanks.
Makes mince meat of bot chaff and even walkers with the new armor pierce.
Autocannon flak is terrifyingly powerful. Watchout, it triggers on corpses too. So you have to be aware of those before firing. Shrapnel effect can kill friendlies from 30m away.
Heavy armor actually seems to hold it's usefulness much better now.
Purifier and scorcher are great. Purifier is AMAZING against groups of enemies. Bugs go pop pop.
Jump pack gives you all the room in the world to kite bugs. Perhaps use with eruptor or purifier?
Liberator is actually very good. It's recoil reduction was in the HORIZONTAL. which makes it much easier to use. It feels like a punchier sickle. I'm liking it's chaff clear ability.
Frag grenades are...miniature strats now. Definitely a helpful problem solver. Use 2 never 1.
Eagle Straffing run is a lethal machine combined with kiting and the jump-pack. Lead the enemy in a line and unleash the BRRRRT. 30x kill streak is fun!
Sentries are great distractions. The cooldown is often enough you can use them in most fights now instead of being more strategic with where/when you can use them.
The machinegun sentry strat is mediocre but it's cooldown is so short you can throw out a 2nd before the first times out. It's kinda interesting there.
Gatling is just better as a SINGLE turret though. Watch out, you can survive the machine gun strafing you...NOT the gatling.
Smoke works now. Like...actually works.
Devastator heads pop much easier now. Guard dog has an amazing habit of doing so.
I actually use the liberator (and possibly now the liberator penetrator) over the adjudicator.
Honestly, the basic liberator to me has always “felt” the best of all the automatic weapons in the game, including the sickle.
It’s got great ergonomics, very manageable recoil, decent damage, good sized mag, and a quick reload (compared to the tenderizer, man that thing reloads slow.)
Not every weapon needs a damage increase - sometimes you need a gun that just does everything reasonably well. I’m afraid if they increased the libs damage, they’d decrease some of the other stats. . . . . and then it would be the same as the tenderizer just a different skin.
I think it will become one of the most versatile weapons in the game once customizable ammo hits with the weapon lab, able to do many things well while other weapons do certain things really well.
For you consideration,... the orbital napalm barrage- tony helldiver
Huzzah for democracy! And … ready for that new content Arrowhead. Buffdivers was Mission critical, now we pivot to new horizons.
I hope the ARs get a choice of differet ammos. That would give them a nice unique ability to make them the vanilla / cheese pizza of primaries.
ARs need either a full rework or customization with attachments and ammo. Cuz currently they still feel pointless.
@@reaper_exd7498no, they dont. I usually run lib carbine, tenderizer, adjudicator on 10s. And i can handle pretty much anything with the right loadout.
So yes, custom attachments would be cool. Full rework? Nah. Just try spray n pray less.
@brunomonteiro7788 thanks for assuming how I play without any inquiring. Really smart and nice friend you must be.
@@reaper_exd7498 gez, quite soft aint ya?
@@brunomonteiro7788 brother, nobody said anything about not being able to clear shit with ar's, it's about the apparent lack of standout features versus the rest of the weapons.
reaper is also going overboard, but claiming they are fine when we have literal flamethrowers and shotguns that set shit ablaze for bugs, and the mini boltor (jar-5) for bots,
the ar's are falling behind quickly
Love your content, Buzz.
Quick correction:
Arrowhead CCO specifically mentions resupply drops showing on the map.
Also, on the barrager tank:
Correction: If the body is destroyed, the turret is destroyed as well.
Resupply does show up on map, in arrowheads YT video going over the patch they show it on the map.
3:43 In short, while the behavior of Plasma projectiles has been standardized in terms of how fast they slow down, the uniqueness of each weapon remains because they still shoot projectiles with different speeds and sizes.
The funny thing about this update is that it feels more like the Helldivers are learning how to use the damn guns and not the guns becoming stronger.
Like learning to use the programmable bullets and new functions.
They REALLY need to push the bouncy strat beacons to top priority. A 500kg bomb bouncing back at you to land at your own feet is not a thing that should be.
They have a lot to fix.
Disappearing ammo for penetrator and airburst launcher
Ragdolling is still atrocious and makes high tier bots unplayable
Bouncing stratagems for no reason
Hellpods being locking to dropping you into pits and bodies of water, not letting you steer away from a death landing zone
Blast damage ignoring cover
Patrols magically always knowing your position. If they want stealth to exist this X-ray/aimbot npc feature needs to go unless you are making yourself known to the enemy
ARs are still completely pointless as a weapon class after updates
And the list goes on
@@reaper_exd7498 😂 its almost like they should have been fixing bugs an not nerfing players at launch
@@reaper_exd7498Automatons are completely playable on difficulty 8-10.
Yeah we have it tough enough dodging our team-mate’s arsenal of Creeping Death. I don’t need my own stratagems conspiring to make me Fade to Black….
Lib needs even more damage? Huh? It got buffed last time. It's pretty dang good, now. The ARs have felt pretty good since the last patch. Previously I didn't have much of a reason to take Liberator over Sickle - Sickle has that small delay before it starts shooting and that was about it. Lib has good amount of damage over the Sickle so it feels like an actual trade off. I've actually been running it and the other ARs a fair amount since the last patch.
I love that they increased the throwing knife capacity. Can they make them cause bleed or slow down the enemy and will make them unique or at least usable ❤ super happy with the changes
The senator was already almost like a primary for me.
Now it *is* the primary.
It rips and tears on the bot front. It's so damn satisfying to clean up the berserkers chasing you with it.
Assault Rifles for me seem to be perfect now, they already were pretty awesome from the last update. ARs seem to work as I would expect them to and are great for medium range engagements.
Yeah don’t listen to the one loser in the comments complaining about ars under every comment
Yeah. Have no issue with them myself
If you think the liberator doesn't do enough damage that sounds like a skill issue to me. It's my favorite weapon when the sickle isn't an option.
The senator can now kill hulks with 3 headshots, they just buffed my favorite sidearm pretty good
dude i love this been playing with the auto cannon time to try some of teh rest. im so glad the jump pack got upgraded its my favorite when im not rocking the cannon of doom.
eagle strafing run is great against bile titans now
yes when you used the jetpack you could aim decently for like half a second and then it whent wherever
AR’s aren’t getting strong enough buffs, but at least they are moving in the right direction. There are so many ways to make them 10x times more enjoyable ”more DAKKA and less precision aiming with 30 round magazines”.
Last 2 patches have been very good and I hope they will keep this up in the future.
Resupply IS a support strategem, it was listed
RE the ARs, less recoil means more shots on target, should reduce the need for a damage buff. Lib Pen is my go to primary for bots at the moment.
All good things, just wish the sickle would get a buff to 65 and actually light targets on fire after a set period of hits.
tbf, it has a 100 rounds in the mag", potentially infinite ammo through cooldown, and high rof
the offset of lower damage is acceptible imo when you have potentially limitless ammo
I constantly set things on fire, it's been my Primary since that patch went live because of this. Used to 'main' the Sickle prior to this.
Gotta say, I've been loving the new assault rifles since before today's patch. I used to prefer using shotguns and explosive-type weapons on Bug front. Now the Liberator Carbine and OG Liberator are my go-tos. : )
Only struggle with the Autocannon is how you can't bounce your shots off the factory vents when facing the Bots. The Ammo change is fantastic though. The fun build of running Quassar Cannon and Jetpack is an absolute blast now!
you don't have to anymore, you shoot directly into it now near the bottom
Something I noticed about this update that didn't make it into the patch notes, punishers account for the +1 in the chamber on reload. Since essentially launch you start with 17/16 on landing with hellpod optimization but that was it. Now when you reload, you get 8 in the left tube, 8 in the right, and 1 in the chamber. Effectively all but the plas punisher got a magazine increase.
The only thing I'm really disappointed about is the fact that they didn't make the dominator an actual explosive weapon. Even if it's just a small explosive effect, it would be nice to make it a bolter.
Yeah I’m pretty sure that every one is super happy with arrowhead including me thank you arrowhead
Buzz, I share your feeling with the ARs, but I use them constantly. I think reload speeds on ARs ought to be sped up significantly. If we can't have more raw damage, raise our DPS and let us not get punished so hard (especially by bugs) where laser weapons don't have this issue nearly as much. Our downtime is just too long.
...maybe if they added weapon attachment customization...
They don’t tell you how to call back the guard dog, but to call it back you have to double tap down on the D pad.
I think you only need to hit it once
You can rebind the key in settings as well!
Controllers need more buttons man. Why do I have to pay 100 for a custom controller that will die in a year.
@@Crispy_DAWG
I've been saying that back buttons should be standard on controllers
@@Crispy_DAWG yeah dude. I want to get the dualsense edge but it’s crazy expensive. The thing is almost half the price of the console itself.
Maybe they should make a voicepack that shouts shit like "STIMMING YOU DON'T SHOOT or DON'T KILL ME I'M TRYING TO HEAL YOU"...
**loud blaring megaphone from pelican-1*
You are being healed: do not resist.
Resistance is futile: you are being healed.
Killing floor 1 vibes!
I started ducking, bobbing, weaving, and diving the first time I had a teammate try to use the stim gun on me. I was so confused cause I thought we'd been getting along. Wasted a number of stims
Or how about BUNKER HERE, BLAST DOOR HERE, NEED A HAND HERE!!!!
@@RomDog-2648 Amount of times I have to type it in...annoying
Purifier is so good now! What it doesn't say in the patch notes is that it's semi auto, up to 1000 rpm
I'm not sure I'll ever use the explosive round on recoilless. Having that stratagem is about anti tank and I don't want to waste rounds on chaff. My team needs me to be able to drop heavies fast.
on 10, you only face heavy enemys anyway
@@__-fi6xg That isn't my experience. Lots of heavy but still a ton of chaff as well. I could see the temptation and maybe against a cluster of spewers it could do well, but yea, using against heavies is always going to be the priority.
@vancethefirst not according to every other player. So either you are having good a special experience or gaslighting.
Yea I tried the explosive round and it's just not that good tbh. Needs a bigger blast
I'm just wondering what exactly you want from the AR's? What do you consider a good spot for them? How many bullets do you think it would take per enemy type? The stock liberator already drops small enemies in one to two shots and medium enemies in a few weak point shots and handful of body shots. I've been using the AR's a lot since day one and I think they're really in a good place.
I have no issue with the Liberator guns. They are quite useful for light enemies, and are a good introduction to the game. After that you have both the AR61 and the BR14 and even the Lib Concussive.
But ofc. We all look for more power. Still They got a good buff and are decent against smaller targets. Imo.
literally one of the first things that they said in the video is that resupply drops show up on the minimap
I'm interested to see how the change to Devastator heads will affect weapon break points. DCS will still one shot them for sure, but wondering if that'll be the same for other marksman primaries
my boy Adjudicator finally gets what he deserves! Hell yea!
I'm hyped for this, hopefully it all plays good! Things are finally starting to head in the right direction!
@LtBuzzLitebeer , i dont have a problem with the damage of AR´s , but i would give them more ammo. I believe that AH will give us a weapon upgrade/customization system to improve the weapons as some sort of endgame feature. However in general i think more ammo would make up for the lack of damage. Just pump them full of metal if its not much initial damage.
I really feel like they need to change the way the jetpack cooldown works. Instead of it being a set jump and set cooldown they should treat it more like the energy weapons. Have a set charge to the pack that slowly regenerates and if you use it for too long then it overheats and locks out/takes even longer to regen.
That way you would have the option to use it more frequently for tiny jumps that it could recover from quickly or you could use it for a big jump that takes a lot of the charges and needs a good amount of time to reset from. Gives much more flexibility and also could help the diver not get punished from glitchy jumps where you get caught on something.
WooHoo! The jump pack got buffed!! Sweet!!
Just tried it, and it's wild! 💪
@@LtBuzzLitebeer it has less height, you can't get on ledges at landing zones, and you have no control at close range.
As someone who used it as a main strat I preferred the old one, it needed a buff, but I'd rather go back.
I think they miss calculated the trajectory. It would be awesome if the trajectory was tied to run speed though.
11:47 just noticed around this mark that the laser from the guard dog visually cuts off when shooting behind you so your whole screen doesnt get light beamed
Purifier is like a new weapon now and become my best boi in automaton front.
When the smg is better than the assault rifles then you know they need work.
Oh by the way for some countries they made it so you actually have to agree to that whole license act that pretty much states you don't actually own the game you're just paying to be allowed to use it no idea if that's worldwide or just certain countries but I haven't seen anyone talking about it so just thought I'd actually dropped that bit of info over on your Commons considering you normally cover things like this whenever you hear about them
I mean I’ll definitely always run an assault rifle but I do absolutely agree. They are more of a novelty than an actual tool. They are a little more viable but then you are also correct in saying the other choices are better. I think the base damage should be 80 at a minimum (so for both the liberator and liberator carbine)
Then in the heavier caliber weapons you’d expect to see 90 maybe for penetrator and then 100 for the Adjudicator… I wouldn’t even mind a heavier recoil so you get the feel your firing a heavier weapon.
I will say I do take the time to get headshots with the heavier caliber rifles as well so I do get some utility there but with the sheer numbers they throw at you on levels 9 and 10. It just feels underwhelming when all the other choices exist.
Had a chance to jump in yesterday: stalwart feels very sexy indeed.
BUUUUUT - ragdolling feels worse, and go and try a nice casual lvl 6 raise flag mission.
Spawns were Helldive level 🤣🤣🤣
Me and my crew were wiped out.
The new ammo types for AC and recoilless are interesting but I’m not sure id pick it over the classic.
I’m sure there’s some tweaks to come, but other than that - feels great!
I haven't played for a while now, and don't know if this was changed or not, but I often had trouble finding a flat area to prone to avoid the miss alignment on the aim. Basically, if you prone on a incline where the left side is higher than the right side or vice versa, the aim input tried to match the terrain so you had to adjust by compensating for it. I never liked it. Especially because it had too much impact or generally too sensitive to the enviorment.
Honestly, I've always enjoyed the ARs and preferred them over the energy weapons. They still handle very well and hold up great against all the chaff and even most bigger units.
I’m not too upset by the AR changes. I’m never low on ammo, I’m always reloading before an enemy is dead
Being forced to reload before the enemy is dead is the definition of being low on ammo in a fight lol
@@rayzerot we don’t play the same game, go back to Fortnite
Red Armour Piercing Ammo Boxes for AR's ...would be a nice little something to find.
or rather explosive tipped, since they already have the lib pen.
Purifier is epic. Although I was one of those weirdos that liked it before. But it's god tier for me now. It's literally like scorcher and railgun had a baby
The purifier is trash...It kills you and your teammates before it does anything to enemies. I've had several randos use that shit get me or someone killed and we instantly come back kill them and refuse to call them back in after
Well it’s not supposed to be used near teammates to begin with… the plasma weapons caution against that.
I run with plasmas all the times and have never had an incident. Can’t rule them out over poor usage
About the plasma drag, so essentially the drag causes “bullet” drop. They explain it better in their own video but as the shot slows it arcs downward.
As an AR junkie, who personally had swapped to the Lib pen after the first big update. I think the Lib Pen is doing, very well for itself. Dunno about the other Libs but the Pen is alright.
They all doing well. Have been for quite some time.
A23 Lib Pen I loved but the mag size was annoying your reloading far too much now they upped from 30 to 45 but lowered the spare mags. I'll be trying it again tonight or tomorrow
@yukioacumora4430 no they haven’t. They feel purposeless. Their jobs can be done better and faster by other weapons and it’s always been that way. They need to just let us have customization for weapons attachments and ammo for ARs cuz currently they are bland and is the first thing you swap away from when SHTF.
@@reaper_exd7498the whole point is to deal with small and medium enemies with the ar while you can being a good secondary and whatever support weapon you want for heavy enemies. You just suck at the game
@@reaper_exd7498 yea, I ain't got any clue what weapons those are other than a few shotguns or JAR--Which I constitute jar as bolter rifle. Because;
• Sickle is an energy version of an assault rifle, and it's still damn good.
• Scythe isn't bad, but it's not *great* either
• DMRS still suck and fall off with how you can't play to their extreme ranges with how Patrols work. Espcially in D10, where patrols will home in on you 24/7.
• Scorcher just got a huge buff with automatic fire
• Purifier is damn good right now, and it's basically just a bigger brother version of Scorcher
• All the smgs are just bad, other than Pummeler, maybe. They are just ARs with worse damage and worse fall off
So all this really leaves is Crossbow, Eruptor (if you don't hate the bad shrapnel RNG), Punisher Plasma (if you don't hate how weird it can be), Blitzer (which is just an electric shotgun basically), Cookout and thr Breaker/Breaker IE. Considering most of the competition outside of shotguns is either ¹Bad ²Weird gimmicks or ³Crossbow
ARs are doing just fine. And have a monopoly on long-range fighting capability across multiple weapons, with the only other thing more accessible and better thsn them being maybe Eruptor.
Not to mention, they contain Abjusticator and Tenderiser, super super dominate weapons right now, with sickle having been a fan favorite ince day 1 it came out. So yeah, I genuinely don't know what you're smoking right now. There was a time ARs were kinda bad, but that time passed quite a few patches ago.
I think the jump pack bug might be related to shooting yourself in the air. Even before the update, some weapons could hit yourself while in the air, so I’d imagine with the new and faster jet pack, more weapons can do it.
Yes I remember when the game first came out I was saying the boys are shooting me through cover on the subreddit and basically everyone said I suck at the game and don’t know what I’m doing and should lower difficulty. It’s good to see this issue addressed, I’ll be terminating some bots for sure.
I have a video on reddit of them shooting me through a sandstorm. 😂
Reducing the sentry lifetime seems a little pointless. We still have 100% uptime and throwing a new one already removes the old one so as far as I can tell we still couldn't have and never could have had two of one type up at a time. In fact I almost see no point in them have a lifetime at all since they have limited ammo and like I said, you can't have two of any type up at a time. I suppose it's just to keep us on our toes.
The armor changes seem paltry compared to how we were nerfed before. 5% and 8% might help us survive one more hit depending on what hits us, which isn't nothing, but I suppose I'll just have to feel it out. What we really need is for them to cut the 50% increased body damage from the last change in half or something. And then maybe reduce that by another 10% for heavy.
Also I'm glad they balance it now so that when mags are removed, it still overall leaves us with the same/more ammo just with less reloads... but I wish they weren't so allergic to just giving us more ammo. Would an 8 mag lib penetrator be so bad? I suppose we have enough options to get our ammo back, though, especially now that the resupply is on the map and easier to find.
But overall, if our worst complaints to this many changes are what they didn't do, rather than what they DID do, I'd say it's a pretty big win. We used to complain about almost every other change rather than just being hungry for more.
I’ve test most new stuff today and I have to say they really put some work into those plasma weapons and the Plas 101 might be my favorite primary right now and the Senator is GOATd!
Jet Pack + Stalwart is pretty clutch .
The thrust force is awesome, even though I've hurt myself by launching bodily into the sides of cliffs/rocks, lol.
I've seen a lot of people discussing the idea that arrowhead may possibly be releasing full weapon customization. I mostly use the AR wepaons because thats what I enjoy the most, but that may explain why they aren't adding damage because they plan to add customization for ammo as well
used the jetpack several times, laughed my arse off, it has so much thrust it will knock you prone if you don't be care full, also launched myself into some rocks actually nearly killing myself lolol i would love to have some addition info in the helmets, like a HUD that shows samples, from further away, weak points on enemies, health or stuff like that.
Any chance you can show a quick image of the weapon you are talking about when going over patch notes like this? Would be helpful for divers like me who like to visualize the tools of Democracy!
The armor pen breakdown is nice, but I would like to see the following info (number) in-game on the gun showing what is it. I dont want to use a a spread sheet from another site to show me the weapon stats.
I think they meant the AR's to be your standard issue work horse, enough to be a viable option but not strong enough to be solely reliable. I do agree they could have done more with the AR's with this patch. Before the buff I was using the Battle rifle and it felt like it wasn't doing enough to drop foes. Burning through the ammo for it too quickly when dealing with large groups of enemies. ( could be a skill issue) I would have like it to have 10 mags instead of 8, but at least now it will have larger magazines. Otherwise I think this patch was very successful.
An update I noticed for the SG-22 Bushwacker is that you can now choose to have it shoot all 3 shells instead of one at a time.
Was always like that
@@Silly_FrogRS Was it really?! I just noticed.
@@ladiesman2138 it was, I think they even show it in the viper commandos trailer IIRC
@@Silly_FrogRS Well that's my bad then
@@ladiesman2138 no problem, just correcting a mistake you made. Pretty interesting that this “new” programmable ammo was here since VP warbond
We’re so lucky to have developers like this, that actually listen to the community. I fkn love this game man
They only listened after being threatened with their jobs ending. How is that good?
I believe they should still get credit for accepting they were going down the wrong path and brought the game back to the fun experience most of us enjoyed with moments of rewarding challenges along the way .
@@reaper_exd7498 At least they listened unlike Ubisoft and EA.
@@reaper_exd7498have you seen other gaming devs? Half the time they don’t even change shit at all despite their jobs being threatened. At least we are getting communication and results even if it took a while.
Yeah, I've never seen a developer take such drastic steps to save a game and actually make it better. This is great
9:20 You tend to forget how good accurate is when fighting the bots. The liberators can now more reliability hit headshots on devs way easier now and plus the changes to their armor on their heads makes literally every liberator 2 shots them
I was in the other room and I heard "Weapons of Bass Destruction" lol