Machinery of Oppression: 6.3.0
Release Captain Morris coming to you this democratic Tuesday with an update from High Command.Attention Helldivers,High Command has authorized a significant tactical update with both content and quality of life upgrades. We are deploying Helldivers in new Galactic Campaigns, making upgrades to the new diver training program, and making essential fixes and upgrades across the board.We have also made changes to weapon, stratagem, and enemy balancing based on feedback from Helldivers on the frontlines, including reductions to enemy durable damage and a decreased exosuit cooldown.Helldivers, we are committed to making the necessary upgrades to keep you in the fight. Because you have never given up on Managed Democracy, we will never give up on making it easier for you to spread.Patch HighlightsNew Galactic CampaignsNew “Control Center” terminal for Campaigns & Major OrdersNew Biome - Forest (Fall)Bastion Tank PatternsVehicle Armour and Enemies Armour Penetration (AP) RebalanceSentry Health RebalanceEnemy RebalancesIncluding Durable Damage ReductionsReloading ImprovementsDecreased Exo Suit CooldownWeapon RebalancesThrowable Amount Rebalance Stratagem Rebalances Orbital Damage RebalanceSpeargun and Sterilizer Rebalance Bug FixesCrash FixesWeapon & Stratagem FixesEnemiesMiscellaneous Introducing the CONTROL CENTER terminalSuper Earth High Command has completed fleet-wide upgrades to the previously unused terminal opposite the armory. Now Helldivers will be able to get more context to the ongoing Campaigns and their subsequent Major Orders. Each Campaign will come with its own potential reward, should the Helldivers be victorious in a majority of the Major Orders within it. The terminal will also feature an archive (to be populated as the first campaign concludes) so that new and returning Helldivers can read up on the twists and turns of previous campaigns. ⚖️ BalancingGeneral balance changesVehicle armor and enemies AP rebalanceSuper Earth vehicles now have more accurate Armor values (Bastion gets heavy armor, exosuits a mix of heavy and medium armor, ballistic shield heavy armor). Some enemies have received increased armor penetration values so they can deal with the vehicles, but not all. There will be a lot of smaller enemies and explosions that won't be able to hurt something like the Bastion or the Exo Suits (scavengers, Automatons small arms fire, hunters, small to medium obstacle explosions, cyborg small arms etc).But there are still a lot in the enemies arsenal that can hurt you (and also important is that a lot of YOUR arsenal now has a harder time hurting your own vehicles). Some enemies have had their durable damage reducedThere are too many changes to properly list, so we ask you to play and tell us how it feels. The intent is the followingThe Bastion tank should feel “tankier” and ignore small attacks, withstand more medium attacks and its survivability against heavy attacks should be unchangedThe Exo Suits have a similar change as the Bastion tank in terms of ignoring more small attacks and withstanding medium attacks better. The increase in health should overall make it feel a bit more tanky even against heavy attacks.The FRV has received an increase in health that will make it handle medium attacks similar to before, but be able to withstand heavy attacks better granting better survivability.The Ballistic Shield should feel like it can ignore small attacks and handle medium attacks better. Sentry health rebalanceIncreased the health of all sentries by 100% to compensate for the general damage increase of enemies vs vehicles.We have previously increased durable damage on a lot of enemies and since sentries are durable they have lost some of their utility. We didn't want them to become squishier, this change should improve their versatility on the battlefield. Reloading improvementsImprovements to make reloading more responsive, part of this is allowing reloading while dodge diving, also remembering the reload state better so if you're ragdolled while reloading you will continue it when regaining control.Introduced the concept of delayed reloads. If you try to trigger a reload while the player is not allowed to do so, the reload will be delayed until the player is able to reload with a maximum of 1.2s delay from when the reload input was pressed. Bastion Pattern CustomizationIf you own the vehicle patterns from a Premium Warbond, they can now also be applied to the Bastion Tank! It does not apply to Legendary Warbonds retroactively at this time.Decreased Exo Suit cooldownReduce the cooldown of mechs from 10 minutes down to 8. The intent is to find a better balance with mechs and allow more time with fun stratagems Throwables amounts rebalance Intent is to make some of the less used throwables more available and viable options Orbitals damage rebalanceIntent is to make the larger orbitals feel more like the large projectiles from orbit as they are so the projectile and explosion damage should bette
Release Captain Morris coming to you this democratic Tuesday with an update from High Command.
Attention Helldivers,
High Command has authorized a significant tactical update with both content and quality of life upgrades. We are deploying Helldivers in new Galactic Campaigns, making upgrades to the new diver training program, and making essential fixes and upgrades across the board.
We have also made changes to weapon, stratagem, and enemy balancing based on feedback from Helldivers on the frontlines, including reductions to enemy durable damage and a decreased exosuit cooldown.
Helldivers, we are committed to making the necessary upgrades to keep you in the fight. Because you have never given up on Managed Democracy, we will never give up on making it easier for you to spread.

New Galactic Campaigns
New “Control Center” terminal for Campaigns & Major Orders
New Biome - Forest (Fall)
Bastion Tank Patterns
Vehicle Armour and Enemies Armour Penetration (AP) Rebalance
Sentry Health Rebalance
Enemy Rebalances
Including Durable Damage Reductions
Reloading Improvements
Decreased Exo Suit Cooldown
Weapon Rebalances
Throwable Amount Rebalance
Stratagem Rebalances
Orbital Damage Rebalance
Speargun and Sterilizer Rebalance
Bug Fixes
Crash Fixes
Weapon & Stratagem Fixes
Enemies
Miscellaneous
Introducing the CONTROL CENTER terminal
Super Earth High Command has completed fleet-wide upgrades to the previously unused terminal opposite the armory. Now Helldivers will be able to get more context to the ongoing Campaigns and their subsequent Major Orders. Each Campaign will come with its own potential reward, should the Helldivers be victorious in a majority of the Major Orders within it. The terminal will also feature an archive (to be populated as the first campaign concludes) so that new and returning Helldivers can read up on the twists and turns of previous campaigns.
Super Earth vehicles now have more accurate Armor values (Bastion gets heavy armor, exosuits a mix of heavy and medium armor, ballistic shield heavy armor).
Some enemies have received increased armor penetration values so they can deal with the vehicles, but not all. There will be a lot of smaller enemies and explosions that won't be able to hurt something like the Bastion or the Exo Suits (scavengers, Automatons small arms fire, hunters, small to medium obstacle explosions, cyborg small arms etc).
But there are still a lot in the enemies arsenal that can hurt you (and also important is that a lot of YOUR arsenal now has a harder time hurting your own vehicles).
Some enemies have had their durable damage reduced
There are too many changes to properly list, so we ask you to play and tell us how it feels. The intent is the following
The Bastion tank should feel “tankier” and ignore small attacks, withstand more medium attacks and its survivability against heavy attacks should be unchanged
The Exo Suits have a similar change as the Bastion tank in terms of ignoring more small attacks and withstanding medium attacks better. The increase in health should overall make it feel a bit more tanky even against heavy attacks.
The FRV has received an increase in health that will make it handle medium attacks similar to before, but be able to withstand heavy attacks better granting better survivability.
The Ballistic Shield should feel like it can ignore small attacks and handle medium attacks better.
Increased the health of all sentries by 100% to compensate for the general damage increase of enemies vs vehicles.
We have previously increased durable damage on a lot of enemies and since sentries are durable they have lost some of their utility. We didn't want them to become squishier, this change should improve their versatility on the battlefield.
Improvements to make reloading more responsive, part of this is allowing reloading while dodge diving, also remembering the reload state better so if you're ragdolled while reloading you will continue it when regaining control.
Introduced the concept of delayed reloads. If you try to trigger a reload while the player is not allowed to do so, the reload will be delayed until the player is able to reload with a maximum of 1.2s delay from when the reload input was pressed.
If you own the vehicle patterns from a Premium Warbond, they can now also be applied to the Bastion Tank! It does not apply to Legendary Warbonds retroactively at this time.
Reduce the cooldown of mechs from 10 minutes down to 8. The intent is to find a better balance with mechs and allow more time with fun stratagems
Intent is to make some of the less used throwables more available and viable options
Intent is to make the larger orbitals feel more like the large projectiles from orbit as they are so the projectile and explosion damage should better match that.
Larger projectiles explosions like the 380mm and 120mm are increased to make close hits more effective vs larger enemies like Chargers.
Compared to explosions like the Ultimatum these will have less damage at the center, but also less damage fall off so it will have a more consistent damage over its total area.
The Railcannon also got more damage to be more effective vs some of the largest enemies like the Vox engines. It will still not one shot the largest enemies like Factory strider, Hive lord and similar.
M7S SMG
Moved scope offset closer to the scope so it will be easier to use in ADS mode.
G-48 Giga Grenade
Increased refill from 1 to 2
TED-63 Dynamite
Increased max amount from 3 to 4
G-50 Seeker
Increased Start amount from 3 to 4
Increased refill from 2 to 3
Increased max amount from 4 to 5
G-12 High Explosive
Increased Start amount from 3 to 4
Increased refill from 2 to 3
Increased max amount from 4 to 5
G-16 Impact
Increased Start amount from 3 to 4
Increased refill from 2 to 3
Increased max amount from 4 to 5
G-7 Pineapple
Increased start amount from 3 to 4
Increased refill from 2 to 3
Increased max amount from 4 to 5
G-23 Stun
Increased start amount from 3 to 4
Increased refill from 2 to 3
Increased max amount from 4 to 5
G-109 Urchin
Increased start amount from 2 to 4
Increased refill from 2 to 3
Increased max amount from 4 to 5
G-10 Incendiary
Increased start amount from 3 to 4
Increased refill from 2 to 3
Increased max amount from 4 to 5
G-13 Incendiary Impact
Increased start amount from 3 to 4
Increased refill from 2 to 3
Increased max amount from 4 to 5
Eagle 110mm Rocket Pods
Intent: Make it better at one shotting smaller heavies like Chargers, Hulks, Harvesters (without shields). It can also kill some larger enemies like Tanks well. It is still not a 100% guaranteed kill, but it will be more reliable.
Increased explosion damage 200 to 300
Increased explosion durable damage 200 to 300
Increased explosion armor penetration Medium to Heavy
Rockets are fired in a closer pattern to each other to make it easier to hit smaller targets.
Lower force impulse on explosion from 40 to 10 (This is to make enemies not fly away to much when they die, because we increased the armor penetration of the explosion)
Orbital Precision Strike
Increased projectile damage 3500 to 4000
Increased projectile durable damage 3500 to 4000
Increased explosion damage 1000 to 1500
Increased explosion durable damage 1000 to 1500
Orbital 380mm HE Barrage
Increased projectile damage 3500 to 4000
Increased projectile durable damage 3500 to 4000
Increased explosion damage 1000 to 1500
Increased explosion durable damage 1000 to 1500
Orbital Walking Barrage
Increased projectile damage 3500 to 4000
Increased projectile durable damage 3500 to 4000
Increased explosion damage 1000 to 1500
Increased explosion durable damage 1000 to 1500
SEAF Artillery Explosive/High Yield Explosive
Increased projectile damage 3500 to 4000
Increased projectile durable damage 3500 to 4000
Increased explosion damage 1000 to 1500
Increased explosion durable damage 1000 to 1500
Orbital 120mm HE Barrage
Increased projectile damage 2500 to 3500
Increased projectile damage 2500 to 3500
Increased explosion damage 750 to 1200
Increased explosion damage 750 to 1200
Orbital Railcannon Strike
Increased projectile damage 7500 to 10 000
Increased projectile durable damage 7500 to 10 000
S-11 Speargun
The projectile was negated by the Gas resistance armor which did not make much sense. The explosion of the projectile is still gas elemental.
Change the projectile damage type from gas to none
TX-41 Sterilizer
Increased ammo capacity from 100 to 125
Increased starting amount of magazines from 2 to 3
Will be affected less by wind by 60%
All Exosuits
Increased health from 1600 to 1800
Increased health of arms from 600 to 800
Increased health of legs from 400 to 550
Cooldown reduced from 10 minutes down to 8 minutes
M-102 Fast Recon Vehicle
Increased health from 2000 to 2400
Increased health of doors by 50%
Increased health of tires from 300 to 350
Charger
Adjusted the chargers turning arc to make them easier to avoid
Increase their recovery time after the charge to create a window of opportunity (+1 second). The charger basically keeps running and struggle to stop if it misses its target
To compensate for this, charge speed has been slightly increased (8->9m/s)
Alpha commander
Removed cowardly behavior, it will now be more aggressive.
Hunters
Reduced durable damage of normal attack from 50 to 40
Reduced durable damage of tongue attack from 45 to 30
Reduced durable damage of pounce attack from 50 to 35
Warriors and spewers
Reduced durable damage of normal attack from 80 to 65
Stalkers
Reduced durable damage of tongue attack from 50 to 35
Vox Engine
Reduced health from 11 000 down to 9000
Reduced max turn angle of its upper body so it cannot turn as far as it could previously (from 180 degrees down to 140)
Amount of vox engines allowed to be active at the same time limited to 3
Reduced health of their cannon turrets from 8000 down to 3500
Reduced the armor of their cannon turrets from 5 to 4
Reduced durable on cannon turrets from 1 to 0.7
Increased damage of cannon turrets explosion to significantly hurt the vox engine when it dies
Elevated Overseer
Added one attack pattern (short attack burst followed by a longer one)
Reduced the current attack duration
Reduced accuracy on moving targets
Special Shoutout
Stimming is no longer interrupted by stagger
Crash Fixes
Fixed a rare crash that would happen when a player joined a game
Fixed a rare crash which would occur when causing an excessive amount of explosions in a single frame
Weapons & Stratagem Fixes
Fixed a bug where several weapon customizations weren't properly saved when the option was ticked in the player settings
B/FLAM-80 Cremator no longer shows the 'Heavy Armour Penetrating' stratagem trait, following similar incendiary weaponry
A/FLAM-40 Flame Sentry and EXO-51 Lumberer Exosuits flamethrower can now damage targets within 3 meters of the sentry
P-33 Missile Pistol weapon now shows the right trait tags in the menu
The R-2 Amendment reload now continues correctly if interrupted - if reload is interrupted early, it will not lose magazines
The secondary weapon's chosen customization correctly persists after death if the menu option is selected
Orbital Gatling Barrage will play the correct audio
The StA-X3 W.A.S.P. Launcher can target illegal broadcast transmitter towers
Part of the Bastion Tank's barrel can be damaged with a light penetration weapon
Phalanx divers rejoice! Laser beams, explosion damage, electrical arcs and melee attacks no longer collide with the directional shields of your team-mates when hit from behind.
SG-97 Sweeper should now reliably eject shells when slamfiring
The WASP launcher can target the Illegal Broadcast transmitter tower
Enemies
Fixed physics to allow more representative shooting on the Dragonroach abdomen
Veracitor will not trigger its charge within a narrow path, reducing instances where they'll clip though destructible obstacles
A hidden broadcast terminal was relocated to its correct spot so that the Helldivers can once again access it
Players are no longer removed from terminals when switching between controller and Keyboard and Mouse
D-pad/arrow keys navigation can come up and down when viewing teammates' equipment loadout
Traversing through foliage such as bushes will no longer interrupt sprinting, which should result in less momentum loss
Fixed several issues with some mission assets animation being out of sync for joining players
Fixed issue where the map marker for "Retrieve Mutant Larva" objective always displayed in a radius
Hints have better placements for the reinforcement Hellpods in commando missions
SEAF SAM site missiles now have better software to detect and detonate near enemy air units
Fixed a bug where certain Automaton mines turned invisible when a nearby mine exploded
Fixed a case where the Helldiver head twitched when leaving the Hellpod
M-102 Fast Recon Vehicle no longer plays audio for doors if they have been removed from the vehicle
Parts of the TD-220 Bastion MK XVI barrel base can no longer be damaged with a light penetration weapon
Fix issues with certain physics collisions having no audio
Fixed Automaton mines getting under ground after a nearby mine explodes
Fixed an issue where an Eradicate Automaton Forces level could generate underwater
Fixed a traversal issue where enemies could not reach the player in one of the levels in the E-710 Extraction mission
Fixed a traversal issue where enemies could not reach the player in one of the levels in the Annex Untapped Mineral Site mission
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