6.2.2 Patch Notes (store.steampowered.com)
submitted 6 months ago by to c/helldivers2@lemmy.ca
 

Looks like they fixed charging freshmob clipping. TX-41 Sterilizer got a range boost and lingers more.

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[–] 4 points 6 months ago (9 children)

Mech buffs seemed decent, but increasing durable damage across the board… certainly was a choice. Honestly not sure how I feel about this one

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  • [–] 6 points 6 months ago* (3 children)

    AH: Here's more HP so your mech doesn't instantly break on automaton missions Also AH: here's a damage buff against mechs to most automatons

    I'd have liked to see an armor increase to medium on the mech, so infantry could no longer damage it

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  • [–] 3 points 6 months ago* (2 children)

    Well wasn’t too much durable damage in vehicles already one of the main problems

    To my knowledge this shouldn’t affect our squishy helldiver bodies so there’s that at least. And I kinda see it, how do you balance the mech without making it super OP? I guess arrowheads thought is make it out of wet paper mache

    Also hive guard changes make me wanna me scream they were good for what they were, a tough but weak COMMON enemy. Bugs are too mobile to become a shield devestator

    At this point I’m just venting I don’t think I’ve been this frustrated by an update

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  • [–] 5 points 6 months ago (4 children)

    I'm a bit worried for mortars and Tesla towers. Sentries may be less effective against some enemies too, but it's hard to say exactly.

    I think the S-tier Eruptor from Democratic detonation is going to be even more important. (And it really should be in the Helldivers Mobilize warbond now with the enemy buffs)

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  • [–] 5 points 6 months ago (3 children)

    Rereading the patch notes a missed the part about tanks

    WHY WHY WHY WHY WHY, A WEAKSPOT THAT ACTIVELY TURNS AWAY FROM YOU SHOULDNT BE HEAVY PEN

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  • [–] 3 points 6 months ago (2 children)

    It's the butt of the tank, lower backside. Not the big glowy 'weakspot' bit

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  • [–] 3 points 6 months ago

    I don't know if this has to do with these changes, but did they stealth-buff the dickle at some point by lessening its self-damage?
    The last time I used it, I took damage even with vitality + heavy flame resistant armor before reaching the temp limit, today I didn't.

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  • [–] 2 points 6 months ago (3 children)

    I wonder, does the indirect nerf to the turrets make defense missions with public lobbies more fun (... funner? idk)?

    I can't test it myself, due to Linux reasons.

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  • [–] 2 points 6 months ago (1 child)

    Can't play public on Linux? IV seen a few guys who used Linux on before. Never saw them again tho cuz it was all they talked about.

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  • [–] 2 points 6 months ago

    The game supports the Steam Deck, it has always worked on Linux; however the update made it so that the game crashes immediately before the intro cinematic.

    AH already pushed a hotfix (more like a reallyhotfix), I had to jump through some hoops (following instructions on Discord) but I managed to play for a bit.
    5 hours after the update, mind you.

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  • [–] 2 points 6 months ago

    The hive guard change is uh....a choice

    Gun backpack nerfed, resupply turret booster nerfed. Gatling and regular sentry, there's just no reason to take them over any other turret now cause they can just get stuck on hive guards. Fucking machine guns, the funnest weapons to take on bugs...all nerfed except stalwart. Every single med pen primary; slugger and blitzer are just pointless now on bugs. AMR? No longer a single headshot. Autocannon flak mode, also nerfed if they're facing you. The fucking patriot mech machine gun. The list goes on.

    Insane change. If they wanted a beefier enemy, I don't see why they didnt just increase the health of the head or give it more durability, instead of giving a giant middle finger to alllllll medium pen damage sources.

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