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Finally, after over a week of building up hype, the newest major Helldivers 2 update is here! Arrowhead has promised for awhile that it will fix the errors of the past, and this is through the patch focusing on balance changes for weapons along with overhauls for enemies. Here you will find the Helldivers 2 update 01.001.100 patch notes so you can see all of the weapon buffs and nerfs, along with fixes and so much more.
In addition to this update, don’t forget about the impending release of The Chemical Agents Warbond. This includes some new stratagems along with armor, capes, and extra goodies. As for the future, Arrowhead is looking into adding in-game comms for more feedback, and they are also considering changes to bots, although this is not guaranteed as they are concerned about “bigger consequences“.
Arrowhead will continue to improve HD2, but right now we have the patch notes for update 01.001.100. This is the biggest Helldivers 2 update for a long time, and it details over a dozen weapon changes that will hopefully please the community.
Helldivers 2 update 01.001.100 patch notes
Below are the Helldivers 2 update 01.001.100 patch notes as shared on Discord:
- Major Overhaul of Anti-Tank, Armor Penetration, Health and Armor Values
- Weapon & Stratagem Balancing
- Enemy Reworks
- Helldiver Health and Damage Mechanics Tweaks
- Gas Gameplay Mechanic Rework
- New Galactic War feature
- Emote Wheel feature
- Crash & Bug Fixes
General
* Previously, partial damage dealt 50% of full damage, which we found to be overly punishing and reduced effectiveness too much, leading to an excessive reliance on high armor penetration weapons. We’ve now increased partial damage to 65% of full damage to address this issue.
* The Helldiver now takes less damage from headshots, which previously dealt 100% extra damage but now inflict only 50% extra damage. Damage from hits to other body parts has been slightly increased depending on the area hit. This adjustment aims to normalize overall damage while maintaining detailed damage zones, reducing spike damage.
Primary Weapons
* Liberator & Liberator Carbine
- * Damage is increased from 60 to 70
- * Durable damage increased from 14 to 17
- * Stagger force increased from 10 to 15
- * Max spare magazines increased from 7 to 8
- * Starting spare magazines increased from 5 to 6
* Knight
- * Damage is increased from 50 to 65
- * Durable damage increased from 5 to 7
- * Magazines now fully refill when picking up resupply
- * Reduced recoil
* Liberator Concussive
- * Now comes with a drum magazine which holds 60 rounds
- * Number of mags reduced from 10 to 6
- * The number of mags have been reduced due to larger magazine capacity
* Tenderizer
- * Number of rounds in its magazine increased from 30 to 35
- * Starting magazines increased from 4 to 5
* Breaker
- * Now comes with an extended magazine which holds 16 shells
- * Stagger force increased from 10 to 15
* Spray and Pray
- * Now has a duckbill muzzle making its spread very horizontal but less vertical
- * Total Damage increased from 192 to 240
* Scythe
- * Cooldown is faster
- * Adjustments to the heat VFX
- * Scope changed to a low powered scope
- * Removed recoil
- * Sets enemies on fire faster
* Crossbow
- * Explosion radius increased by 50%
- * Explosion damage increased from 150 to 350
* Eruptor
- * Shrapnel projectiles amount are set to 30
- * Shrapnel damage is set to 110
- * Explosion damage decreased from 340 to 225
- * Shrapnel is back! We heard your feedback and re-introduced the shrapnel. We have replaced the original shrapnel with the Frag Grenade shrapnel to no longer instantly one-shot Helldivers with the exception of the occasional unlucky headshot. We also increased the amount of shrapnel
- * Explosion radius increased by 33% (17% for inner radius and 50% for outer radius)
* Defender
- * Damage increased from 70 to 75
- * Durable damage increased from 7 to 8
- * Liberator Penetrator
- * Damage increased from 45 to 60
* Diligence
- * Damage increased from 125 to 165
- * Durable damage increased from 32 to 42
- * Counter Sniper
- * Damage increased from 140 to 200
- * Durable damage increased from 14 to 50
- * Stagger force increased from 15 to 20
* Blitzer
- * Now has a weak stun effect that builds up per shot on its targets
- * Torcher
- * Damage increased by 50%
- * Flamer mechanics reverted to before the Escalation of Freedom update
- * Increased AP from 3 to 4
Sidearms
* Peacemaker
- * Increased max spare magazines from 5 to 6
* Dagger
- * Gains heat more slowly
- * Removed recoil
- * Damage increased from 200 to 250
- * Sets enemies on fire faster
- * Adjustments to the heat VFX
* Crisper
- * Damage increased by 50%
- * Flamer mechanics reverted to before the Escalation of Freedom update
- * Increased AP from 3 to 4
Support Weapons
- * Dedicated anti-tank weapons like the Recoilless Rifle, Quasar, Commando, Expendable Anti-Tank, SPEAR, and Patriot Exosuit rockets have all received significant damage boosts to enhance their effectiveness.
- * These weapons generally fall into three categories:
- * Strong and Reliable: The Recoilless Rifle and SPEAR can afford to be less accurate when firing at armored targets since most hits will eliminate enemies the size of a Charger
- * Strong: The Expendable Anti-Tank and Quasar are highly effective, often killing targets with a single hit to a weak spot; otherwise, two solid shots will handle a Charger, or one shot for a Hulk
- * Less Strong: The Commando and Patriot Exosuit Rockets typically require 1-3 shots to take down a Charger or Hulk, depending on your aim
* Grenade Launcher
- * Starting spare magazines increased from 1 to 2
- * Max spare magazines increased from 2 to 3
- * Explosion radius slightly increased
* Laser Cannon
- * Cooldown is slightly faster
- * Removed recoil
- * Sets enemies on fire faster
- * Can now damage heavier enemies like Chargers, Bile Titans, Impalers, Hulks
- * Adjustments to the heat VFX
* Arc Thrower
- * Range increased from 35 to 55
- * Now has a moderate stun effect that builds up on its targets
- * Jumps additional times
- * Durable damage increased from 50 to 100
* Railgun
- * Durable damage increased from 60 to 225
- * Fully overcharging damage increased from 150% to 250%
* Stalwart
- * Damage is increased from 60 to 70
- * Durable damage increased from 14 to 17
- * Stagger force increased from 10 to 15
* Machine Gun
- * Stagger force increased from 15 to 20
* Anti-Materiel Rifle
- * Durable damage increased from 135 to 180
- * Can now damage heavier enemies like Chargers, Bile Titans, Impalers, Hulks
- * Stagger force increased from 20 to 25
* Heavy Machine Gun
- * Stagger force increased from 20 to 25
- * Can now damage heavier enemies like Chargers, Bile Titans, Impalers, Hulks
* Commando
- * Demolition strength against structures has been reduced; it can no longer destroy Automaton Fabricators in a single shot. However, since the fabricators now have health, it can still take them out with two shots
* Flamethrower
- * Damage increased by 33%
- * Flamer mechanics reverted to before the Escalation of Freedom update
- * Increased armor penetration from 3 to 4
- * Can now damage heavier enemies like Chargers, Bile Titans, Impalers, Hulks
* Autocannon
- * Can now damage heavier enemies like Chargers, Bile Titans, Impalers, Hulks
Grenades
* Frag Grenade
- * Shrapnel damage increased by roughly 50%
- * Max amount increased from 4 to 5
- * Refill increased from 2 to 3
- * Explosion radius increased
* Thermite Grenade
- * Explosion damage increased from 100 to 2000
- * Shorter time until it ignites the thermite
- * Time until it explodes slightly reduced
- * Max number decreased from 4 to 3
Helldivers 2 update 01.001.100 patch notes gameplay
General
* New Galactic War feature
- * The Galactic War map can now display the location of strategically important assets. This will make it much easier for the Helldivers to take them into consideration when deciding on their next move.
* Emote Wheel feature
- * Players can now equip up to four emotes in the armory and access them using the new Emote Wheel feature by holding the Emote button. Additional separate key binding options are available for the Emote Wheel in the settings.
- * Added Dolby Atmos support on PS5
Enemies
* Automaton Fabricators
- * Automaton Fabricators now have health and armor in addition to their existing destruction system. This means that while many high armor penetration weapons can still destroy them, it may take multiple hits to do so, depending on the weapon used
- * Added effects to clearer showcase their health state
* Hulks (All versions)
- * Armor reduced from 5 to 4
- * Back weak spot slightly more durable
- * Back weak spot health decreased from 1000 to 800
* Hulk Bruiser
- * Replaced the rocket launcher for an energy based cannon
- * Increased how frequently the Hulk Bruiser shoots
* Tank
- * Front armor increased from 5 to 6
* Berserker
- * Head health reduced from 150 to 125
- * Main health reduced from 1000 to 750
- * Abdomen is now a weak spot
- * Chainsaw damage increased
Devastators (All versions)
- * Main health reduced from 800 to 750
- * Devastators now flinch when hit, causing their aim to worsen, similar to the Conscripts. The intent is to make them easier to manage if you keep applying damage
* Rocket Devastators
- * Now has a limited number of rockets, and you can see them disappear when they are spent
- * Added a reload mechanic from their backpack to replenish their rockets once
- * Rocket physics collision is smaller, making them easier to avoid
* Gunships
- * Gunships now have a limited amount of rockets
- * Rocket physics collision is smaller, making them easier to avoid
* Charger (All versions)
- * Armor reduced from 5 to 4
- * The butt weak spot health is decreased from 1100 to 950
- * The butt weak spot is slightly less durable
- * The belly armor reduced from 4 to 2
- * A damage multiplier has been added to the Charger’s exposed flesh of the main body, now dealing 300% damage
- * Now turn slightly slower, when charging and moving normally
- * Now charge less often
- * Charge damage increased by 50%
- * Sideattack damage increased by 50%
* Charger Behemoth
- * The butt weak spot health is decreased from 1200 to 950
* Hunter
- * Health is reduced from 175 to 160
* Scavengers
- * Health is reduced from 80 to 60
* Bile Titan
- * Armor reduced from 5 to 4
- * We have reworked the Bile Titan’s belly gameplay
- * Belly armor reduced from 4 to 2
- * Introduced a separate belly health pool once the outer belly layer has been destroyed
- * Destroying the exposed belly health pool kills the Bile Titan
* Impaler
- * Armor reduced from 5 to 4
- * Previously the Impaler could only retract its tentacles once during its entire lifetime when threatened, now it can do it several times
- * Its tentacles pursue you over a shorter distance from the impaler and prioritize players nearer to the impaler
- * If the impaler can’t see an enemy it will retract its tentacles after a brief period
- * Impaler Tentacles
- * Tentacle damage is increased
- * Reduced camera shake of the tentacle attack
- * The tentacles require less damage inflicted on them to retract
Planets and Modifiers
- * The Intense Heat and Extreme Cold modifiers are no longer static throughout the entire mission, and may now change based on time of day or different weather conditions
- * Some desert planets will now only have the Intense Heat modifier active during the day. This means that during night the planet will either have no modifier, or in some cases have the Extreme Cold modifier
- * Arid planets (similar to the Hellmire planet) will now only have the Intense Heat modifier active during fire tornado storms
Helldivers 2 update 01.001.100 patch notes fixes
- Fixed per weapon aim mode not saving correctly – NOTE: This patch will clear all the saved aim modes but everything should work correctly afterwards
Crash Fixes and Soft-locks:
- * Fixed a crash that could occur if shutting down the game during boot
- * Fixed a crash caused by players with unique skins timing out
- * Fixed a crash when vehicle skins are not properly synced
- * Fixed a crash caused by players leaving the game shortly after being reinforced while using unique hellpod skins
- * Fixed a rare crash produced by Bile Spewers attacks
- * Fixed a crash when interacting with the galactic war hologram
- * Fixed a crash when joining another super destroyer
- * Fixed a crash that could happen when you were participating in a secondary objective
- * Fixes crash when booting the game on PS5 with an unsupported systems language (such as French-Canadian)
- * Fixed a potential crash when new players hotjoin
- * Fixed a potential crash when other players were leaving the game
- * Fixed a rare crash when using the Hologram map and looking at the operations
- * You should no longer crash when interacting with the Galactic War Map when an update is required
- * Fixed a rare crash which could occur when joining a game session which has cycled through at least 32 unique players
- * Fixed an issue where objective stratagems cannot be completed if host migration happens
- * Fixed an issue where already joined players would be getting kicked when other players join the game
- * Fixed a bug where closing Steam overlay in the middle of the super credits purchase would stay in a broken state for any purchase after that (it previously needed a game restart to work again)
- * Fixed inaccessible shuttles after hosts leaving the game right before its landing
- * Fixed soft-lock during mission summary if the host left the game
- * Fixed an issue where emotes would not exit properly if you canceled them using sprint
Social Menu fixes:
- * Fixes to PS5 friends list
Miscellaneous fixes:
* Evacuate High-Value Assets Objective
- * Fixed issue where enemies would spawn on top of the extraction
- * Enemies can no longer shoot generators from spawn points or from far away
- * Fixed enemy pathing where they would sometimes try to enter the base from the mountain on the side
- * Added more protection for the generators to prevent enemies shooting them from far away
- * Heavy and flying enemies now prioritize attacking the player before the generators and the gates
- * Fixed an issue where enemies would stop spawning for a period of time when the host leaves the mission
* Conduct Geological Survey Objective
- * Fixed issue in “Conduct Geological Survey” mission in which the Seismic Probe could become inoperable if a player called it in and left the game or disconnected
* Tweaked enemy spawns
- * Impaler
- * Fixed a bug where Impalers didn’t receive explosive damage in their exposed weak areas
- * Fixed Impaler’s tentacles not being pingable
- * The three following instances have been largely resolved, and the issues are now mostly fixed. Although rare occurrences may still happen with the Impaler in exceptional cases, they should be significantly less common.
- * Fixed a bug where standing near the Impaler’s head during the tentacle retraction could cause Helldivers to be launched high into the air
- * Fixed a bug where tentacles spawning beneath players could occasionally launch Helldivers into the air
- * Fixed a bug where the Impaler’s tentacles could sometimes launch the Exosuits into the air when the player was inside
Known issues:
These are the highest priority issues that were either introduced by this patch and are being worked on, or are from a previous version and have not yet been fixed. This is not a comprehensive list.
Top Priority:
- * Players may not receive Friend Requests sent from another platform
- * Large units have no audio cues, allowing them to sneak up on players
- * Enemies will try to shoot the generators through walls in the Rescue High-Value Assets mission
- * Enemies are sometimes capable of shooting through walls
- * Social menu is stuck on ‘Please Wait Democratically’ for some players
- * Dead bodies of Chargers can launch the Helldiver into the air
- * Stratagem balls bounce unpredictably off cliffs and some spots
- * Players may sometimes be unable to join specific friends, or are returned to ship when joined
Medium Priority:
- * Reinforcement may not be available for players who join a game in progress
- * Mines may become invisible or may disappear in Multiplayer lobbies
- * Pelican-1 may sometimes be launched away if hit with an impaler tentacle
- * Supply packs may be incorrectly used if pressing down on a controller while calling in a stratagem
- * Friends “Invite only” games can still be seen on the Galactic War Map but cannot be joined
- * High damage weapons will not detonate hellbombs
- * Some enemies that bleed out do not progress Personal Orders and Eradicate missions
For more Helldivers 2, check out our guide to the best warbonds ranked, along with the best stratagems and best throwables. We have also a guide to the best weapons, and, if you’re coming back to HD2 for the first time in a long while, we have a bunch of tips and tricks to help you get reaccustomed to the battlefield.