HELLDIVERS™ 2 - PS_6
Helldivers!

Johan Pilestedt here, now in the Chief Creative Officer position at Arrowhead. First, I want to thank you, the community, for clearly voicing your opinions and concerns for the balance and fun of the game. With that, we have gone over a lot of the Weapon and Stratagem balance in our latest patch (01.000.400), and we wanted to share with you a little more information on the decisions we made.

With these balance changes we wanted to buff up some of the weaker stratagems to make them more viable and add more opportunity for variety in loadouts. We also changed a few to make them more consistent, but the goal was to keep a similar or higher power level.
We are looking into the stratagems more to see if there are any other stratagems that might need some buffs or changes to make them more viable. We also want to explain why we are making the changes we do, so that you can follow our thinking.

A/MLS-4X Rocket Sentry:
The old intent was to saturate an area with rockets, but it made it too inconsistent against medium and larger enemies.

We want to make it more consistent against medium and larger enemies and give it a better ammo economy to separate it from the autocannon sentry that has a higher damage output, but can waste ammo by shooting targets that are already dead.

A/MG-43 Machine gun sentry:
The Machine Gun Sentry felt like a worse version of the Gatling sentry and we wanted it to have a different place in the tool box.

We lowered the cooldown to make it more available and more useful when changing position often.


A/MG-43 Machine gun Sentry, A/G-16 Gatling Sentry, A/MLS-4X Rocket Sentry, A/AC-8 Autocannon Sentry, A/M-12 Mortar Sentry, A/M-23 EMS Mortar Sentry:
The sentry turrets in the game were a little too easily killed by the bullets flying in a chaotic situation.

We have increased the durability* factor of the turrets to make them more resistant to small arms fire.

E/MG-101 HMG Emplacement:
The HMG Emplacement is intended to be a way of defending a fixed position but due to its immobility and the drawback that presents, the slow rotation speed was a bit too much of an additional drawback.

Therefore we have increased the rotation speed significantly.

MD-6 Anti-Personnel Minefield & MD-I4 Incendiary Mines:
The minefields are supposed to be a strong but volatile way of blocking off certain approaches for a limited time. They are currently not very good at filling this role and we will be looking more at them in the future.

For now we are increasing their damage to at least improve their effectiveness against targets that trigger them.

Orbital Gatling:
The Orbital Gatling Barrage was not effective at dealing with any specific targets. We want it to be better at saturating the target area and also be able to do damage against heavy armored units.

It is still not very likely to outright kill heavily armored targets but should be able to soften them up a bit. We also lowered the cooldown to make it more available and to make it more competitive in comparison to Eagle stratagems.

Orbital Precision Strike:
The Orbital Precision Strikes original intent was to be used against spawners and fixed positions. However this hasn’t stopped the community from using it against pretty much everything.

Therefore we want to make it a little easier to use against moving targets by lowering the call in time. We also lowered the cooldown to make it more available and to make it more competitive in comparison to Eagle stratagems.


Orbital Airburst Strike:
The Orbital Airburst original intent was to block an area for a short duration and kill most non-heavy armored enemies in the area. It was underperforming compared to other anti-chaff options and had a very low rate of use.

To make it a more attractive option we lowered the cooldown which should also make it more competitive in comparison to Eagle stratagems.

Eagle 110mm Rocket Pods:
The Eagle Rocket Pods were very inconsistent in dealing with its main targets, heavily armored enemies.

The changes we are making aim to make it more consistent at dealing with these targets, but it will still not be a surefire way of outright killing them. It should however always soften up a target in some way.

We are interested in hearing feedback on how this feels now and are open to tweaking them further.

Eagle Strafing Run:
The Eagle Strafing Run is supposed to be a tool to effectively deal with small groups of medium armored enemies.

To that end we have increased its armor penetration to be able to reliably penetrate medium armored targets and soften up heavily armored enemies.

We expect to have to tweak this further in the future. As with the Eagle Rocket Pods, we are very interested in your feedback.


GL-21 Grenade Launcher:
The Grenade Launcher is intended to be good at softening up hordes of enemies and provide utility for destroying spawners. While it is still good at destroying spawners the explosion was a little too weak to reliably damage medium enemies.

The change in its explosion damage should put it in a better place when it comes to dealing with hordes, and more effective against some medium armored enemies.

MG-206 Heavy Machine Gun:
The HMG failed to deliver on the fantasy of a Heavy Machine Gun when it was released. It had a weak round with low damage and impact, while the fire rate was up in levels more likely seen on smaller MGs. The HMGs intent is to be a great option at dealing with medium armored enemies and should chew them up easily, similar to the HMG emplacement.

We are lowering the rate of fire further to resemble the fire rate seen in contemporary weapons of similar type, and increasing the damage and stagger so that each hit is significant. This should also make the available ammo last longer.


MG-43 Machine Gun:
The intent of the Machine Gun was that it should be a great crowd clear weapon with the ability to tackle medium armored enemies. The drawbacks of the machine gun are that you have to sit still while reloading and this made it hard to compete with the Stalwarts mobility.

Therefore we want to lean into its strengths and reduce its drawbacks slightly to improve the value proposition of the weapon. To that end we are lowering the reload time, and giving it an additional magazine. It is also receiving a buff to damage described below.

MG-43 Machine Gun, A/MG-43 Machine gun Sentry, A/G-16 Gatling Sentry, EXO-45 Patriot Exosuits Gatling:
The family of machine gun stratagems that used the 8mm rifle round were underperforming slightly and we have therefore increased the damage slightly.

Durable damage for rifle calibers
Small arms fire in the game does less damage to durable* body parts, however many small arms were doing the same damage (percentage wise) not representing the larger impact a rifle type round would have compared to other types. Therefore, rifle type bullets are now slightly more effective against durable* body parts.
These changes affect:
  • AR-23 Liberator
  • M-105 Stalwart
  • AX/AR-23 “Guard dog”
  • AR-23C Liberator Concussive
  • R-63 Diligence
  • BR-14 Adjudicator
  • AR-61 Tenderizer
  • MG-43 Machine Gun
  • A/MG-43 Machine gun Sentry
  • A/G-16 Gatling Sentry
  • EXO-45 Patriot Exosuit's Gatling
*Durable body parts are in general body parts that have a high amount of mass with non vital organs, or a lot of empty space. The idea is to simulate that a single bullet has a high chance of not dealing significant damage.

In general, the higher your caliber of weapon the better the effect is against durable body parts. Explosions also have very high effectiveness against durable body parts as shockwaves ripple through whatever you are hitting. Some weapons are more effective than others or have special exceptions, though this should follow the same logic as above.

BR-14 Adjudicator:
The Adjudicator, with relatively few rounds in each magazine combined with a wild recoil, left players no room for error, which didn’t feel good for an assault rifle type weapon.

The increased magazine capacity should make the weapon more forgiving of mistakes and encourage a more aggressive playstyle. Remember, short controlled bursts!

AR-61 Tenderizer:
The Tenderizer was released in a non-representative state as it used the incorrect stats, didn't have its own niche and felt like a worse Liberator.

We're restoring justice and bringing it back to its intended design, which is a very precise assault rifle that rewards high accuracy play by having a heavy hitting round that doesn’t penetrate medium armor.

PLAS-101 Purifier:
The original idea behind the Purifier was to create a Scorcher variant with a charge up mechanic. Unfortunately, since the projectile didn't have enough armor penetration against medium-armored enemies, even a direct hit didn't deal enough damage to justify its long charge-up time.

By increasing the armor penetration of the projectile and reducing the damage falloff of the explosion we hope to make it an exotic option that is viable in capable hands.

CB-9 Explosive Crossbow:
Similarly to the Purifier, the crossbow's bolt didn't always deal its full damage due to the explosion having lower armor penetration than the projectile.

Making both the projectile and the explosion penetrate medium armor should make the crossbow more consistent against medium-sized targets and increase its AoE viability.


R-36 Eruptor:
In one of the previous patches we removed the shrapnel from the explosion as it made Eruptor's ability to spike damage too much for a primary weapon (and for a support weapon even, its theoretical max was over 9000!) and introduced some unexpected interactions. We acknowledge that the Eruptor lost a good portion of its capabilities and the additional damage boost didn't make up for the loss of shrapnel.

Adding back shrapnel is quite tricky because of the low visibility of shrapnel, which sometimes created situations where you or your fellow helldivers died with very little feedback of what killed you.

To compensate for that, we're giving the Eruptor 150 more damage per explosion to make it more consistent without introducing new edge-cases. The intent is that this change will make the Eruptor viable both against medium armored targets and groups of cannon fodder enemies.


Other
Updated Recoil stance modifiers

The intention of our recoil modifiers is to reward usage of different stances in relation to different weapon types. They are also there to highlight that constantly moving around isn't doing your accuracy any favors.

We made some changes to the recoil stance modifiers to make them more consistent and also reward being prone more. The percentages below show how much of the weapons recoil was applied in different scenarios and the new values:
  • Thirdperson
    • Stand:
      • Stationary : 100% -> No change
      • Moving: 150% -> No change
    • Crouch
      • Stationary: 50% -> 60%
      • Moving: 125% -> 100%
    • Prone
      • Stationary: 50% -> 40%
  • Scoped
    • Stand:
      • Stationary : 100% -> 90%
      • Moving: 100% -> 110%
    • Crouch
      • Stationary: 75% -> 60%
      • Moving: 125% -> 90%
    • Prone
      • Stationary: 50% -> 40%
Hopefully this gives you a little more insight on how we think and why we have made the changes we did. I want to end this by saying that we are not done, we will continue to refine and improve the play experience to keep the game fresh! On behalf of the team, we appreciate your feedback and hope that you'll have an exciting time checking these adjustments out.

Happy Helldiving!
Jun 13, 2024
HELLDIVERS™ 2 - Åtnjutslångsamt
Freedoms Greetings Helldivers, I'm your host Release Captain Carlberg bringing you democracy's latest and greatest from Super Earths superior minds. Its a lot of information so lets dive in!


Overview
For this patch, some of the major areas of interest are
  • Visible Supply Lines & Attack Origins in the Galactic War.
  • Stratagem, weapon, planet, and enemy balancing updates.
  • Various crash fixes, stability improvements, and other updates.
  • Invite-only lobby creation.
    The right most option in the Lobby settings. Currently only localized in English. Additional languages coming in the next patch
Balancing
Goal with stratagem balance changes this patch:
With these balance changes we wanted to buff up some of the weaker stratagems to make them more viable and add more possibility for variety in the loadouts. We also changed a few to make them more consistent, but the goal was to keep a similar or higher power level.
We are looking into the stratagems more to see if there are any other stratagems that might need some buffs or changes to make them more viable. We also want to be better at explaining what our goals are with the changes, please see the linked blog post for more information.

A/MLS-4X Rocket Sentry
  • Decreased spread
  • Prioritize larger targets
  • Increased target distance from 75 to 100m
  • Decreased Rockets per salvo 2 to 1 (to get a better ammo economy)
  • Increased explosion radius from 1m to 4m
  • Decreased explosion armor penetration (Explosion can no longer damage heavy armored enemies. The projectile still has enough AP to damage heavily armored targets.)
  • Increased projectile damage from 200 to 300
A/MG-43 Machine gun sentry
  • Reduced cooldown from 180 sec to 120 sec.
A/MG-43 Machine gun Sentry, A/G-16 Gatling Sentry, A/MLS-4X Rocket Sentry, A/AC-8 Autocannon Sentry, A/M-12 Mortar Sentry, A/M-23 EMS Mortar Sentry:
  • Increased durability* from 0% to 80%
E/MG-101 HMG Emplacement
  • Increased rotation speed by 100%
MD-6 Anti-Personnel Minefield
  • Increased explosion damage from 250 to 350
MD-I4 Incendiary Mines
  • Increased explosion damage from 150 to 210
Orbital Gatling
  • Increased fire rate by 25%
  • Increased rounds per salvo from 30 to 60
  • Increased armor penetration (Can damage heavy armored enemies)
  • Decreased cooldown from 80 sec to 70 sec
Orbital Precision strike
  • Decreased cooldown from 100 sec to 90 sec
  • Decreased Spawn/Call-in time from 4 sec to 2 sec
Orbital Airburst Strike
  • Decreased cooldown from 120 sec to 100 sec
Eagle 110MM Rocket Pods
While these changes may look like a straight up nerf, that is not the intention. Please see the blogpost for more information.
  • Improved targeting
  • Increased projectile armor penetration (now does 100% damage to heavily armored enemies instead of 50%)
  • Decreased projectile damage 600 to 250 (to compensate for the improved targeting and the extra damage from the increased armor penetration.)
  • Decreased explosion armor penetration (explosion can no longer damage heavily armored enemies)
Eagle Strafing Run
  • Increased uses from 3 to 4
  • Increased armor penetration, can now damage heavily armored enemies.
GL-21 Grenade Launcher
  • Increased explosion damage by from 350 to 400
MG-206 Heavy Machine Gun
  • Increased projectile damage from 100 to 150
  • Increased projectile damage against durable* body parts from 23% to 33%
  • Decreased fire rate from 450/750/900 to 450/600/750
  • Decreased reload time from 7 to 5.5 sec
  • Increased stagger strength
MG-43 Machine Gun
  • Decreased reload time from 4 to 3.5 seconds
  • Increased max amount of Magazines from 3 to 4
MG-43 Machine Gun, A/MG-43 Machine gun Sentry, A/G-16 Gatling Sentry and EXO-45 Patriot Exosuits Gatling
  • Increased projectile damage from 80 to 90
  • Increased projectile damage against durable* body parts from 7.5% to 25%
AR-23 Liberator, M-105 Stalwart and AX/AR-23 “Guard dog”
  • Increased projectile damage against durable* body parts from 10% to 23%
AR-23C Liberator Concussive
  • Increased projectile damage against durable* body parts from 23% to 35%
BR-14 Adjudicator
  • Increased magazine capacity from 25 to 30
  • Increased projectile damage against durable* body parts from 10% to 20%
AR-61 Tenderizer
  • Increased projectile damage from 60 to 95
  • Increased projectile damage against durable* body parts from 10% to 17%
  • Decreased ammo capacity from 35 to 30
  • Decreased number of magazines from 10 to 8
  • Increased stagger strength
PLAS-101 Purifier
  • Increased projectile armor penetration to be the same as the explosion
  • Decreased explosion damage falloff
CB-9 Explosive Crossbow
  • Increased explosion armor penetration to be the same as the projectile
  • Increased demolition strength (Can destroy Bug holes and Bot Fabricator buildings)
  • Added medium penetration tag
R-36 Eruptor
  • Increased total damage from 420 to 570 damage per shot
R-63 Diligence
  • Increased projectile damage against durable* body parts from 10% to 25%
* Some enemies have durable body parts that receive only a portion of base damage from projectiles

Other
  • Updated Recoil stance modifiers: We made changes to the recoil stance modifiers to make them more consistent and also reward being prone more. Almost all of them will improve the recoil and only a two have been made worse (and only by 10%).
See the blogpost for a more detailed description.
Gameplay
General
Removed operation modifier AA-Defenses: Reducing the stratagem slots by 1
  • We want to look over the operation modifiers in the future. Right now there are too few of them which become repetitive and the ones we have do not create variety or promote different playstyles. For now, we removed this one because it only encourages the players to bring the best stratagems and does not promote variety
Disabled the Retrieve Essential Personnel defend event mission for the time being
  • This is to give the mission the proper attention and care that it deserves as it is now deemed not fun enough or performing as we want it to.
Super Samples
  • Super samples now spawn on difficulty 6. The reason for this change is that we feel that their existence only on difficulty 7+ forced some players to play the game on a harder difficulty than they wanted to comfortably play on. We do however still want a gating of them but a less punishing one.
  • The SEAF Artillery stratagem is no longer blocked by stratagem jammers or Ion Storms, and is available after the mission timer ends and the destroyer leaves close orbit.
  • Enemies in melee range of the gates in the Evacuate High-Value Assets mission will now attack it more consistently.
  • Added the ability to chat from in-game menus and mission loading screen.
  • Updated some first person crosshairs to improve readability.
Social
  • Invite-Only lobbies are now supported
Armors
  • New armor passive Peak Physique (+50% melee damage, +30% weapon ergonomics)
Planets & Hazards
Spike Plant
  • The spike plant that appears on certain planets has been reworked.
  • No longer causes bleed or stamina drain if hit by the plant explosion or spikes.
  • Now “pops” three times sending spikes everywhere, dealing increased damage.
Fire Tornados
  • Fire tornados have had their behavior changed, they should no longer feel like they actively respond to player movement, and should move more randomly.
  • While a fire tornado storm takes place, enemy vision is reduced. Player vision is unaffected.
*Fire tornados being more random should result in more variance in situations players find themselves in. Tornados are significantly less likely to pile up and overlap on extraction points or objectives, and will generally be a bit easier to deal with.

Tremors
  • Tremors have had their spawning tweaked to be slightly more random.
  • Tremors have had their epicenter size and effect range increased.
*These changes should result in more situations where enemies away from the player get stunned, as well as reducing how consistently the player has a tremor occur next to them.

Ion Storms
  • Added additional VFX for Ion Storms.

Visibility

A lot of planets have had their fog amounts tweaked to be a bit less harsh and dense, to provide less fatigue from constantly fighting on planets with bad visibility. We still intend there to be foggy planets with worse visibility, but the balance was a bit off.
  • Desert planets such as Erata Prime, Chort Bay, Hellmire, and similar.
  • Highlands planets such as Varylia 5, Matar Bay, Oshaune, and similar.
  • Artificial light sources have had their intensity rebalanced and reduced across the board to fix situations of lights completely blinding the player.
Unexploded Hellbomb
  • The unexploded malfunctioning hellbombs that can sometimes be found on planets will now explode immediately if hit with strong explosions or heavy weaponry. They will still have the same delay if hit by small arms fire or weaker attacks.
Vegetation
  • Vegetation that’s large enough to slow the player now has an extra function. When inside the vegetation helldivers will be harder to detect, reducing their detection range by enemies. This effect stacks with other detection reducing effects such as nighttime, being crouched or prone, or things such as the scout armor passive.
Enemies
Acid Effect
  • The acid effect applied by hunters, bug mines, etc. now allows you to sprint while under the effect and slows you by 30% instead of 50%. Duration has been increased from 3 to 4 seconds. These changes are intended to make it less punishing for players to be slowed while fighting the Terminids, This allows us to use it in more places without making the experience very punishing, for example the Bile Spewers.
Armored enemy balance
  • We have toned down the amount of heavily armored enemies like Bile Titans, Chargers on higher difficulties and instead spawn more hordes of smaller enemies, the difference should be quite noticeable and the amount should be at least 30% less than before during bug breaches. We have also toned down slightly how many Hulks that spawn for the Automatons. Our intent is to ease up on the demand of anti-tank weapons and by having more of the other enemies give a better incentive for the group to bring stratagems and weapons that take care of hordes.
Patrols
  • Patrol spawning is now back to how it worked before patch 01.000.300 with some slight tweaks so that the levels are less empty if you are far away from important locations with enemy presence.
Stunning
  • Medium and large sized enemies now don't get stunned as easily. This will not affect the stratagems that stun, and will mostly just affect how easily the Pummeler can stun larger enemies
Terminids
Bile Spewer and Nursing Spewer
  • Spewers will now get slowed if they lose their legs.
  • Spewer puke now applies the acid effect.
  • Spewer puke now can only damage helldivers up to 4 times per second and the helldiver cannot take damage multiple times from the same projectile. This should reduce instances where you are instantly killed by it.
Bile Titan
  • The Bile Titan’s head is slightly less durable against weaker anti-tank weapons. It's not a large change, and will mostly matter for weapons like the railgun.
  • The Bile Titan’s puke can now only damage the helldiver 4 times per second and the helldiver cannot take damage multiple times from the same projectile. The damage is still very deadly so running through their puke is not recommended. Their puke now also has a bigger spread.
Charger Behemoth
  • The Charger Behemoth is now joining the battle on higher difficulties, it can now also take more damage than before. This enables us to spawn fewer chargers but still retain the difficulty.
Chargers
  • Will now only show bleedout effects from the body if the bleedout state has started. It can still show bleedout effects from the mouth without having started the bleedout state.
Automatons
Hulk Scorcher
  • The Hulk’s flamethrower now does less damage and cannot damage helldivers more than 4 times per second. In addition, the helldiver cannot be damaged multiple times by the same flame projectile. This should reduce instances where you are instantly killed by it.
Automaton Tanks
  • The Tank armor value on the front has been lowered to be the same as the non-vent sections on the rear of the tank. The intent was initially that it was supposed to be more armored in the front, but the visual language did not show that.
  • The vents on the back of the Tanks turret still has the same armor value as before, but will check for explosion directions correctly now.
  • The damage of exploding automaton jump packs has been decreased by 50%, it will still set you on fire though.
Galactic War
Introducing Supply Lines & Origin of Attacks
Supply lines were previously not shown on the Galactic War map to reduce clutter and improve readability. However based on the feedback from our community we have made an implementation showing them on the map. This solution tries to maintain the general readability while still exposing the system to players in game.

You will now also be able to see which planet an attack is originating from, potentially allowing for the community to stop the attack at its source. We have also updated visuals in the sector and planet info pop-ups.
Fixes
  • The FAF-14 Spear targeting has been reworked and should now function much better. However it has lost the ability to target Automaton Spawners, this is not intended and will be fixed in the future.
Intense Heat and Extreme Cold environmental modifiers will now affect the Quasar Cannon’s reload speed and will show correctly in the HUD.
  • Reload speed on Cold planets -2.5 sec
  • Reload speed on Hot planets +2.5 sec
  • The radar pulse that detects enemies on the mini-map is now visible.
  • Most of Automatons weapons have now gotten tighter limits to how much the projectile they shoot can deviate from its weapons muzzle angle. What this means is that situations where devastators shoot sideways and similar should be fixed.
  • The weapons of the Exosuits are now allowed small adjustments in the angle they fire their projectiles versus their muzzle angle. This should make their weapons more accurate.
  • Ballistic shield now collides with grenades.
  • The unblock button should no longer disappear from the social menu.
  • Blocked players can no longer join the blockers lobby through recent players.
  • Fixed a bug where enemies killed, missions played, and missions completed stats would not be properly displayed in armory.

  • Fixed issue where the player can throw an unlimited amount of grenades by pressing the "Quick grenade" button right after closing the Stratagem menu.
  • Helldiver now also switches to the last active weapon when out of grenades, fixing the issue where they would be holding a stratagem ball without the stratagem menu being open.
  • Fixed some text overlap in various locations.
  • The burning effect applied to the player when a combat walker dies is now a normal burn. The intent is that you should be able to escape it alive. But you will be on fire so hit the ground!
  • The extraction shuttle can no longer take damage preventing extraction. New high grade materials directly from Super Earth R&D have been utilized.
  • On PC you can now navigate the super credits menu with “WASD” keys
  • Fixed an issue where sample count in missions were incorrectly displayed
  • Levels no longer generate with blocked areas preventing player progression.
  • Your Ships bridge is no longer cast in perpetual shadow.
  • Reduced situations where blue stratagems would bounce when placed next to the detector tower.
  • The warbond menu now displays correct emote & victory poses in the thumbnail.
  • War Medals cap is now displayed in the UI.
  • Fixed a bug where the Helldivers armor could appear invisible for other players.
  • Refined player reporting UI.
  • Fixed issue where Helldivers could be launched into the air if close to a Bile Titan or Factory Strider corpse.
  • Fix for Factory Strider sometimes spawned an extra model after being destroyed.
  • Reduced situations where helldivers could spontaneously die while walking into seemingly walkable valleys on some planets.
  • Fixed rare issue on arctic planets where players could spontaneously die close to large bodies of water.
  • Fixed Pelican-1 sometimes leaving immediately after any player gets onboard.
  • Fixed bug where helldiver could get stuck in grenade idle state after throwing grenades
  • Fix Superior Packing Methodology not working for other peers.
  • Recent Players list will now include hot-joining players.
  • Relaxed disconnection policy for PC users.
  • Fixed an issue where previous sessions' player names might not be saved correctly when restarting.
  • Defend event attack origin now visualized when hovering the planet with the defend event or the attack origin planet.
  • Implemented outlines for previously poorly readable texts.
Crash Fixes
  • General crash fixes.
  • Fix for a crash that could occur when applying wounds to multiple enemies.
  • PlayStation Only: Fixed an issue that would sometimes cause a crash when switching between Quality and Performance mode.
  • Fix for a crash when a player leaves after all their railguns have exploded.
  • Fix for crash that could occur when rejoining a previous session
  • Fix for crash that occurred when trying to throw a snowball in ADS mode
  • Fix for potential crash when loadout is aborted during hotjoin.
  • Fix for rare crash linked to leaving a session while aiming a weapon.
Known Issues
These are 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.
  • Sending friend requests via friend code in game currently does not work.
  • Players may be unable to be joined or invited to the game.
  • Players added to the 'Recent Players' list will appear in the middle of the list.
  • Players may experience delays in Medals and Super Credits payouts.
  • Spear targeting is unable to target Automaton Spawners.
  • Enemies that bleed out do not progress Personal Orders and Eradicate missions.
  • Arc weapons sometimes behave inconsistently and sometimes misfire.
  • Most weapons shoot below the crosshair when aiming down the sights.
  • Plasma Punisher is unable to shoot out of the shield generators.
  • Stratagem beam might attach itself to an enemy but it will deploy to its original location.
  • Helldiver may be unable to stand up from crouching when surrounded by enemies.
  • "Hand Carts" ship module does not reduce Shield Generator Pack's cooldown.
  • Bile Titan sometimes does not take damage to the head.
  • Charger’s butt does not take damage from explosions.
  • Players may become stuck in the Loadout when joining a game in progress.
  • Reinforcement may not be available for players who join a game in progress.
  • Planet liberation reaches 100% at the end of every Defend mission.
  • "Raise Flag of Super Earth" objective does not show a progress bar.
  • Mission count in the Career tab is being reset to zero after every game restart.
  • Some weapons’ descriptions are out-of-date and don’t reflect their current design.
  • BR-14 Adjudicator has incorrect recoil values

May Liberty always guide your path
Release Captain Carlberg out
Jun 13, 2024
Stay Out - StaerS

Stalkers!

Summer is the favorite stalker season.
The scorching sun makes its adjustments to the usual life of people. Gourmet begins to prepare his famous okroshka on Verlioka, and in the bars of Liubech there are more and more cold drinks.

Experienced stalkers begin to prepare for the fall season. They lighten their equipment, tidy up their weapons and patch holes in their armor, to the melodious sounds of radios and the crackle of a dying fire.

And to make the preparation even more productive, we are pleased to announce the start of the biggest sale of this summer, in which every stalker can find what he likes.

From June 13th to June 16th inclusive in our in-game store you will be able to find nice discounts on a wide range of goods.

We recommend you to prepare seriously, because a stalker never knows what other surprises and dangers the Zone has in store for him...

Follow the news of the project, summer promises to be especially hot!

Regards,
SO team
VALIANT TACTICS EX - thinkdev2

Thank you to all our players for fighting in the Battlefield of Valor.

We regret to inform you that Valiant Tactics EX will end its service on Saturday, September 21, 2024, at 12 AM (EST).

We deeply apologize to our customers who have been playing regularly for this sudden announcement. We have come to the conclusion that it will be difficult to continue providing a satisfactory service to our players, and thus have decided to end the service.

We would like to express our deepest gratitude to our customers for their continued support, and we sincerely apologize for this announcement. Although it was a short period, we are truly thankful for the support we have received.

・End of Service Schedule
Suspension of Gem Sales - Friday, June 20, 2024 at 8 PM (EST)
End of Service - Saturday, September 21, 2024, at 12 AM (EST)

・About the Expansion Card Update
The cards that we have been introducing on social media will be implemented in the update on June 21. Additionally, as a small token of our gratitude for your continued support, we will be distributing three copies of each new card for free. Thank you very much for playing Valiant Tactics EX!

・Distribution of the Expansion Cards
Starting from June 21, we will distribute three copies of 2 different Expansion Cards each day via the Gifts claim on the in game Home Screen. Please note that new accounts created after the distribution date will not receive these cards.
NosTale - Anime MMORPG - [CM] Zenitsusan


Head on over to the NosMall from 13th June (11:00 AM CEST) and pick up the discounted NosMerchant Medal: for a short time, you can get three medals for the price of one!

NosMerchant Medals
Grab the NosMerchant Medals now and make the deal of a lifetime! You have fantastic opportunities to list items as a merchant, while being able to grab bargains at any time.The medal grants you:
  • Access to the NosBazaar on all general maps
  • List up to 100 items simultaneously
Have fun!
The NosTale Team
Cricket Captain 2024 - Sureshot147
Fixed South Africa Domestic team selection issue
Fixed Fastest 50/100 achievements
Fixed South Africa promotion/relegation
Fixed SA play off not being played
Fixed overs list not auto scrolling in match
Fixed winter coaching loop
Storm Striker - ssjhkwon
Hello. Storm Striker Members TT
We would like to inform you about Extension of regular maintenance on June 13th.
For more details, please check the link below.

Direct Link to Storm Notices
Jun 13, 2024
Spirit Hunter: Death Mark II - daren.morgan
This patch has a number of text updates.
Earth From Another Sun - PiggyVeggie
New Features
Battles
  • Added distinct icons for different battlefield buffs.
  • Added sound effects for shield breaking, after breaking, and recovery.
  • Added color indicators for the rarity of dropped equipment.
  • Added a fallback option for graphics settings.
  • Added estimated Rift battle duration.
  • Added "Sniper" affix.
  • Added interactive explosives and Pem's Eggs within battle scenes.
  • Added notification when weapons have no durability.
  • Added Alt Fire for SMG.
  • Added battlefield buffs related to Kill Points.
  • Added a new Encounter Battle scene: Auryto Spore Battlefield.
  • Increased the number of leaders (bosses) required to be defeated in rifts such as the Hatchery and Pirate Hideout.

Interface
  • Added red dot prompt when attribute points are unallocated.
  • Added detailed information for attribute points.
  • Added red dot prompt when there is equippable gear.

Star View
  • Added quick key for filtering the large map.

Missions
  • Added recommended Combat Power for attack-type missions.

Others
  • Unlocked Athena and Barbara as player companions, allowing them to be brought into cities and battles.

Improvements & Optimizations
Battles
  • The Rift selection interface now displays the player's Combat Power.
  • Integrated vehicle commands into the F1 command system.
  • Optimized detailed descriptions of battlefield buffs.
  • Extended the duration of the Weaken buff.
  • Optimized the firing experience of the SMG.
  • Optimized melee skill hotkey when F key is long-pressed and then released.
  • Reduced the flight speed of cannon projectiles in certain affixes.
  • Optimized Sniper’s attack effects.
  • Optimized the hit reaction when soldiers have shields.

Star View/h3]
  • Teammate HUD now is displayed on the map.
  • Fixed the issue of certain materials lacking acquisition methods.

In-Cities
  • Fixed the dark lighting in certain areas in Lima.
  • Fixed the issue of material prices not being displayed in the NPC store purchase interface.

Balance
  • Optimized the display effect of negative soldier attributes.
  • Reduced the durability loss of equipment upon battle failure.
  • Removed food-related settings.
  • Increased the number of skills required to activate the professional set effects.

Interface
  • Replaced proficiency icons.

Missions
  • Added ship battle gameplay to mission objectives.
  • Optimized base mission flow.

Others
  • Performance optimization.
  • Bug fixes.
Taco Terror - SimpleShutIn
Thank you EVERYONE that stopped by! We had a fair amount of technical difficulties so thank you for bearing with us and having some fun!

Come around the water-cooler and see all thee is to see with the Taco Terror level designer and all-around bribable gentleman caller - Kyle Bee!

What are you waiting for - GET IN HERE FOR FUN AND STAY FOR THE DECENT COFFEE!

(Also, keep an eye out for some code giveaways!)
...