Hidden Changes After Latest Patch in Helldivers 2

preview_player
Показать описание
Helldivers 2 patch 01.002.001 which released Illuminates has some hidden changes which introduced the "Worm Divers" bug and much more!

#helldivers2 #helldivers2gameplay #helldivers #gaming
Рекомендации по теме
Комментарии
Автор

As these changes were not mentioned, the Jammer thing may or may not have been intentional... should've worded "Now it doesn't work".

Seeeyog
Автор

Seeing that the fabricator destroying the stratagem jammer was fixed is a big sad. Also not getting stims from a teammate resupply is definitely a bug.

Zackarco
Автор

The supply backpack not giving stims definitely sounds like a bug to me.

MrMacavity
Автор

I can't believe the snow/mud effects were missing for this long - I felt like I was the only one who noticed.

skrabio
Автор

Jetpacks are now very prone to ragdolling you.

XenoByte
Автор

I've noticed something I haven't seen mentionned before. In the last patch, when you were using a guard dog and bringing it back to your backpack, it didn't reload the ammo (if you called it back when it was at half ammo, it stayed that way when you redeployed it). Now it reloads everytime you call it back, if the magazine isn't full already. That's pretty cool, that way you can manually reload it when there's just a few bullet left in it.

NathanEinhornMusic
Автор

I don't think the jammer/fabricator change is intentional, I remember seeing in an older patch note that it was a legit way of dealing with it, also it has been here for so long it doesn't make sense to just stealth nerf our ability to destroy jammers.
But at the same time arrowhead is known for doing things that doesn't makes sense sometimes....
I hope it's not intentional

HuskySansVergogne
Автор

Ah c'mon they take away my beloved Fab-Jammers? Ugh...

FunkyGhostHD
Автор

Staying prone after ragdolling was certainly mentioned in the patch notes btw

davidballantyne
Автор

I despise the jammer change. It was a fun, if only occasionally useful, bit of tech that was just plain fun. Well, it's their game.

ulpurt
Автор

It's a tactic employed the Viper Commandos, the _Liberty Slither_ for maximum concealment & mobility.

newrecrut
Автор

Other thing that i notice on this update not mention:
1) eruptor does not do the reload animation on last round of magazine.
2) new warbond armor perk also affect machine guns (supposedly only work on primary). Add 1 more ammo slot.
3) stun baton can actually stun charger

Azer-illd
Автор

Picking up stim packages from the ground only grants you two stims now, instead of up to six. But if you hace 0x stims and pick one up, you can't get resupplied if you have full ammo even though you have 2 out of 4 stims, as the game thinks you are stocked up.

sylvifisthaug
Автор

Im not sure I would call it a "hidden change" as its very noticeble but its not mentioned in the patch notes
now you can see how much of the planet the enemy is capturing per hour when selecting a planet

Mrjohnny
Автор

Changes I've noticed recently:
Sniping distance has now been removed. Automatons will shoot back even if you're 100+ m away with any weapon.

Berserkers now react to melee attacks from behind.

Small outposts outside of objective areas now spawn heavy and medium units instead of regular troopers.

It is now likely for you to survibe a scout strider rocket if it hits you head on. And they now telegraph their attacks before launching their rocket.

Some planets have additional random seeds. You might see objective patterns you haven't seen on this planet before but have existed in another planet.

Guns now have an audible indicator when they're about to run out of ammo.

Enemies seem to be "less coordinated" when detecting helldivers. This means if one enemy guard sees you, some enrmies might stay unalerted in the area or might charge out but have no specific idea of where you are at instead of before where they all pin point your location.

yeskevz
Автор

Theirs also a thing where hulks are now consistently staggered by the autocannon so thats nice. Also i think they got rid of the fabricators jammer tech either on accident, or the recoiless made it so you wouldn't even have to engage in that content anymore almost all of the time

deliqene
Автор

They re-recorded the portion of the extract theme that plays when the animation for lifting off plays (end of the mission ig) it is more bombastic and pronounced than the older version

Emoticon
Автор

Rocket striders now have a wind-up animation for rockets, they light the fuse of the rocket before it fires

jackgoodman
Автор

Jetpacks can be adjusted mid-flight with the W and S keys, hold W to go farther, hold S to go. However if you just hold W the whome time you're incredibly prone to ragdollimg since you're increasing youre velocity too much to stick the landing.

skylarken
Автор

I noticed when getting disconnected or crashing there is now an option to 'rejoin your last squad' when you reload the game! very useful. particularly when you complete most of a mission, only to DC during extraction.

Ethanjbo
welcome to shbcf.ru