The highly anticipated 1.001.100 patch for Helldivers 2 hath been released, and lo, it doth showeth great promise. Arrowhead hath toiled over this patch for a time, and it appeareth that they hath heeded the plethora of player feedback with great care. Thus, who among us doth emerge as the victors and vanquished?
Biggest changes in Helldivers 2 patch 1.001.100, expounded
The Winners of Helldivers 2 patch 1.001.100 (Us)
The 1.001.100 patch is at its core a patch of balance. Helldivers 2 didst somewhat market itself with weapons of overpower, that is a truth. Yet, as time passed post-release, and after many a premium warbond spent, those once overpowered weapons hath lost their luster, leaving only feeble weapons in their wake.
Understandably, the masses art discontent. The game doth retain its charm, yet the meta grows stale, and the cry for change resoundeth. And lo, change hath arrived. Patch 1.001.100 (or ‘the patch’ as I shall now call it, for 1001100 doth translate to ‘L’ in binary, a language of the foe) hath brought changes to many weapons in the arsenal and the Helldivers themselves.
Allow me to illuminate some of the grander changes.
Helldivers
Helldivers now taketh less damage from headshots. Ere now, a headshot didst deal 100% extra damage, now ’tis but 50%. A rocket to the visage may still send thee to meet thy maker, yet stray shots from afar art less inclined to fell thee. Moreover, the damage taken to other parts of the body hath been mildly increased, with each area bearing unique impact. While this mechanism hath existed ere now, the numbers hath been rearranged. Alas, no precise figures art provided, but ’tis safe to assume a shot to the chest shall now sting more than ere before.
Weapons
Firstly, the Liberator Concussive (of which I spake in my afore piece on relishing the off-meta of Helldivers 2) hath received a substantial upgrade, now boasting of a formidable drum magazine holding 60 micro rockets. Though the overall magazine capacity hath been reduced, I may now chug chug chug a tad longer.
Another significant change hath befallen the Laser-based weapons, a change that hath stirred a passion within mine soul that words cannot express. Lasers, by their very nature, should lack recoil (or so saith physics, I believe). And now, they doth. The Scythe, the Dagger, and even the Laser Cannon hath had their cooldowns shortened, their recoil eradicated. They now inflict fiery torment upon enemies with haste, offering a Damage Over Time effect that many other weapons lack.
Another weapon of note with significant alterations is the Eruptor, which hath seen its original shrapnel effect restored, aligned now with the pre-existing frag grenade shrapnel system, as opposed to a unique one. While its base explosive damage hath been lessened (from 340 to 225), the overall explosive radius hath expanded by 33%, now launching 30 pieces of shrapnel, each dealing 110 damage. Whether this totaleth to 3110 damage per piece of shrapnel, I confess a lack of certainty. Should this be so, then ’tis glorious, for ’tis a fearsome amount.
One more change I shall mention is the Thermite Grenades. Their damage hath been increased from 100 to a modest 2000. That shall serve indeed.
Stratagems
Stratagems hath not undergone myriad significant changes, but rather gentle enhancements to heighten their impact. The 500KG bomb, for instance, hath been blessed with an ‘explosion radius increased to better match visuals’. An enhancement most excellent, for they art truly fearsome to behold.
Arc Towers hath been graced with an improvement whereby they now inflict a buildup of a stun effect upon affected targets, hopefully making them more effective in crowd control scenarios. I do wish to see a more potent effect upon Automatons, for reasons apparent, but perhaps ’tis solely mine desire.
The orbital gas strike hath seen a momentous alteration, wherein gas effects now induce blindness and confusion upon enemies. Alas, the nature of this confusion remains shrouded, yet these changes hath been tailored specifically in preparation of the imminent Chemical Agents warbond. Perchance, further alterations to gases shalt emerge once this warbond arrives, seeing its relevance.
The Losers of Helldivers 2 patch 1.001.100 (Them)
And now, we turn our gaze to the other side, the foes of democracy itself. Once more, a multitude of changes hath befallen, yet I shall focus on the significant ones. As a Malevelon Creek veteran, I shall first attend to the bots, for they haunt my slumber.
The Bots
Automaton fabricators hath undergone a notable change, for they now bear a health pool akin to any other foe. This alteration permits non-explosive armaments to influence them, a commendable change in mine estimation. Ere now, the presence of these constructs necessitated an explosive solution, now a wider array of tactics may be employed. Furthermore, they now possess diverse states reflecting their level of injury.
Hulks across the board hath been weakened, with the Bruiser altering its arsenal to wield a laser in lieu of a rocket barrage, and firing less frequently. The assault of these behemoths is oft a source of great difficulty, thus with alterations to weaponry and adversaries, mayhap more successful Helldives await.
The changes to the Berserker hath vexed mine spirit. Reduced health, inconsequential. What troubles me is this revelation, "Abdomen is now a weak spot." Pray, what say you? Was the luminous red ‘aim here’ mark not a weak spot? ‘Tis a travesty, thou shouldst be ashamed, and I applaud this rectification.
Devastators art now less formidable, for harm dealt unto them impairs their combat prowess. A surprising turn of events indeed. Rocket Devastators now require respite betwixt their barrages, and their blast radius hath been curtailed. Additionally, they now possess limited ammunition, a commendable adjustment in mine view. (The ever loathsome Gunships hath also undergone this change, now limited in their pestilential presence, rather than their prior infinite harassment.)
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