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
Miscellaneous
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
Increased projectile damage 2500 to 3500
Increased projectile damage 2500 to 3500
Increased explosion damage 750 to 1200
Increased explosion damage 750 to 1200
Increased projectile damage 7500 to 10 000
Increased projectile durable damage 7500 to 10 000
Change the projectile damage type from gas to none
Increased ammo capacity from 100 to 125
Increased starting amount of magazines from 2 to 3
Will be affected less by wind by 60%
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
Increased health from 2000 to 2400
Increased health of doors by 50%
Increased health of tires from 300 to 350
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)
Removed cowardly behavior, it will now be more aggressive.
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
Reduced durable damage of normal attack from 80 to 65
Reduced durable damage of tongue attack from 50 to 35
Reduced health from 11 000 down to 9000
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.
Moved scope offset closer to the scope so it will be easier to use in ADS mode.
Increased refill from 1 to 2
Increased max amount from 3 to 4
Increased Start amount from 3 to 4
Increased refill from 2 to 3
Increased max amount from 4 to 5
Increased Start amount from 3 to 4
Increased refill from 2 to 3
Increased max amount from 4 to 5
Increased Start amount from 3 to 4
Increased refill from 2 to 3
Increased max amount from 4 to 5
Increased start amount from 3 to 4
Increased refill from 2 to 3
Increased max amount from 4 to 5
Increased start amount from 3 to 4
Increased refill from 2 to 3
Increased max amount from 4 to 5
Increased start amount from 2 to 4
Increased refill from 2 to 3
Increased max amount from 4 to 5
Increased start amount from 3 to 4
Increased refill from 2 to 3
Increased max amount from 4 to 5
Increased start amount from 3 to 4
Increased refill from 2 to 3
Increased max amount from 4 to 5
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)
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
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
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
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
Added one attack pattern (short attack burst followed by a longer one)
Reduced the current attack duration
Reduced accuracy on moving targets
Stimming is no longer interrupted by stagger
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
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
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
Improved image quality when using NVIDIA DLSS, AMD FSR or Intel XeSS upscaling.
Fixed crashes related to Intel XeSS upscaling
Dynamic Resolution Scaling is now turned off by default We’ve seen your reports on Dynamic Resolution Scaling causing graphical issues on some graphics cards. While working on a proper fix, we’ve disabled DRS by default on PC. You can still manually enable DRS if desired
## What changed
**Upscaling Technology Support** — Added FSR 3.1.5, DLSS 4.5, and XeSS 3.0 support across platforms, with PC FSR (High-End) updated to 4.0.3 on supported GPUs and PS5 Pro receiving PSSR 1 support.
**Display Technologies** — Variable Refresh Rate (VRR) now supported on PS5 and PS5 Pro to reduce stuttering without screen tearing on compatible displays.
**GPU Optimization** — Variable Rate Shading (VRS) implemented to reduce GPU load while preserving visual quality in important areas.
**Performance Scaling** — Dynamic Resolution Scaling (DRS) integrated across PS5, Xbox Series X, and PC to maintain stable frame rates during demanding scenarios, with resolution increased to 1440p in Performance mode on PS5 and Xbox Series X, and Quality mode on PS5 Power Saving Mode.
**Input Responsiveness** — NVIDIA Reflex now available for NVIDIA GPU users and AMD Anti-Lag 2 fully supported for AMD GPU users to improve input registration speed.
## Overall
Helldivers 2 received comprehensive graphics technology updates across all platforms to improve frame rate stability, visual quality, and input responsiveness.
PC FSR (High-End): 4.0.3 (on supported GPUs)
FSR 3.1.5, DLSS 4.5, and XeSS 3.0 support.
PS5 Pro: PSSR 1
PS5: FSR 3.1
Xbox: FSR 3.1
Variable Refresh Rate (VRR): Now supported for PS5 and PS5 Pro to reduce any potential stuttering from V-Sync without screen tearing on supported displays.
Variable Rate Shading (VRS): This technology intelligently reduces shading rates in certain areas of the image, decreasing GPU load while maintaining visual quality where it matters.
Dynamic Resolution Scaling (DRS): Integrated for both PS5, Xbox Series X and PC to maintain stable frame rates during more graphically demanding scenarios. Increased resolution to 1440p in the “Performance” preset on PS5 and Xbox Series X, as well as the “Quality” preset on PS5 Power Saving Mode.
NVIDIA Reflex: Now available for users with NVIDIA GPUs to sharpen responsiveness.
AMD Anti-Lag 2: Fully supported for AMD GPU users to ensure your inputs are registered instantly.
## What changed
- **Rewards and community progression** — made more meaningful
- **Major Orders** — evolving into longer, multi-week themed "Campaigns"
- **Galactic War outcomes** — branching paths that create clearer stakes and consequences based on player actions
- **Tech and performance** — improvements across the board
- **Game balance vision** — articulated direction for future balance changes
- **Player progression** — broader improvements to progression systems and overall player experience in the Galactic War
## Overall
Helldivers 2 is receiving systemic improvements to rewards, Major Orders, Galactic War consequences, and player progression alongside technical enhancements.
More meaningful rewards and community progression systems
Evolving Major Orders into longer, multi-week themed “Campaigns”
Branching outcomes that create clearer stakes and consequences based on player actions
Tech and performance improvements
The vision for game balance moving forward
Player progression and the broader player experience within the Galactic War
Defend city events appear Super Earth controlled again
Destroying the Air Base Control Tower with a portable Hellbomb no longer blocks objective progression.
Enthusiastic Mirth emote sound has been fixed, laughter is once again permitted on the battlefield.
Fleshmobs are no longer able to clip through various objects when charging.
We have restocked the fireworks for the celebration when players have completed the tutorial (good job, you have earned them)
Gunships and Shriekers are now spawning during operations with the appropriate effect present.
The Double-Edged Sickle no longer emits a high-pitched drone when firing.
Players will no longer be redirected to the Python Commandos Warbond instead of Redacted Regiment and vice versa when selecting 'Acquisitions' in the Ship Management menu.
Sparks and bug spawner smoke now have higher material resolution.
Increased main health pool from 850 to 1600
The Exo suit will only die if the main healthpool is depleted. Before it could die if specific healthzones were depleted.
Increased vulnerability to acid attacks by 50%
Fixed so parts of the cockpit healthzones are not blocked by the ragdoll actor. Now the cockpit zones will be damageable in the right way.
Increased Exo suit arms health from 350 to 600
Exo suit arms now also have a 50% explosion resistance (just like the main body)
Removed constitution and bleedout on the Exo suit arms.
Exo suits no longer lose all mobility when both legs are broken.
Can now be staggered, have stagger strength 45. Stagger does not affect the ability to shoot.
Removed most health zones that do not affect the main health and are mainly visual effects. The reason is to improve performance. For example tow cables and similar items can not be damaged or destroyed anymore.
We think automatons and illuminates do damage reasonably well against the vehicles especially now with the changes to the Exo suits, the Terminids however have fallen behind a bit in their ability to deal with vehicles so we have made some buffs to their damage against durable targets.
Now it also slows the enemies with 25% when they are confused by the gas, the slow of course also affects you. Larger enemies like the Bile Titan and factory strider that do not become confused also are therefore not slowed.
Decreased stamina cost from 5% to 3%
Increased damage from 75 to 120
Increased durable damage from 38 to 60
Decreased stamina cost from 5% to 3%
Decreased stamina cost from 5% to 3%
Decreased stamina cost from 5% to 4%
Decreased stamina cost from 5% to 3%
Increased and moved damage hit box to make it easier to hit the enemy
Longer window for when damage hit box is active
Armor penetration increases twice as fast
Moves slower when it does damage to an enemy
Decreased stamina cost from 10% to 5%
Decreased stamina cost from 5% to 3%
Increased health from 600 to 1000
Increased amount of missiles in the backpack from 3 to 4
Increased range from 20m to 34m
Increased damage by 50%
Increased how fast it panics enemies
Increased heat capacity from 200 to 250
Updated gas spray VFX
The Gas lingers for longer and has longer range
Spew explosions are smaller to match the visuals better
Decreased Explosion inner radius from 2.25 to 1
Decreased Explosion outer radius from 3.5 to 2.2
Increased armor on head and front legs from Medium to Heavy (3 to 4)
Decreased armor on body and claws from Light to Unarmored (2 to 1)
Decreased health on body from 500 to 375
Increased durable damage on melee attack
Increased durable damage
Increased durable damage
Increased durable damage
Increased durable damage
Increased durable damage
Slight increase in durable damage of its melee and charge attack
Increased durable damage on many of its physical attacks
Increased durable damage on its flame attack
Increased stagger force needed from 45 to 50
Slight increase in durable damage on its melee attack
increased durable damage of the melee attacks
Small arms fire from raiders, turrets, devastators, slight increase in durable damage
increased durable damage
increased durable damage on melee attack
Shield is destructible and dropped when destroyed
Armor heavy (4)
Durable 0.7
Decreased stagger strength on rockets projectile from 50 to 35
Increased durable damage on flamer attack
Leg hip joints decreased armor from Heavy to Medium (4 to 3)
Increased health on Main health pool from 3000 to 4000
Increased health on back vents from 750 to 1500
Increased armor on back vents from Medium to Heavy (3 to 4)
Remove tracks damage zone when the zone is dead
Removed damage cap to carry through from tracks to main health (so if you overkill it more damage goes to main health)
Reduced durable resistance on tracks (1.0 to 0.8)
Reduce overlap damage zones when its driving to match visuals better and do less damage
Reduced turn speed
Increased health on weak spot on front and back from 750 to 1500
Increased durable damage
Lower destruction strength needed to destroy it from 30 to 20
Added health function with 200 health and armor 2
Fixed a rare AI crash
Fixed a crash which could occur when using under barrel firing modes
Fixed a rare crash that was happening whilst fighting enemies, predominantly against the Illuminates
Added missing haptics feedback when firing the Automaton MG Emplacement
SEAF Artillery will no longer let you insert a shell and then immediately remove it, thus softlocking the gun
Destroying the Air Base Control Tower with a portable Hellbomb in a multiplayer session, no longer blocks objective progression
Fleshmobs now can deal damage to vehicles
Destroying a Terminid egg while standing against it, can no longer send the Helldiver flying
Shooting marks on the Exomech will now appear on the correct body part that was being shot at
Fixed bug where certain enemy kills would not count towards order progression
Factory Striders will no longer count as Fabricators in the Destroy Automaton Fabricators mission
Stratagem hellpods can no longer land on the Air Control Tower during the Evacuate Priority Citizens missions
Fixed a bug where the Helldiver could get soft-locked in the loadout menu, if they had less than 4 total stratagems, where one or more was temporarily disabled
Fixed squares sometimes appearing in the minimap if Terrain Quality was set to low
Extraction shuttle now flies straight upon extracting from cities
Fixed an instance where the Helldiver head twitched when leaving the Hellpod
Fire should now more consistently scorch the terrain under it. Note: This has no changes to gameplay
Fixed several floating items on a magma planet
Fixed a gap in the terrain in the tutorial area
Optimized performance of Strafing Run particles for DSS Eagle Storm and Air Support stratagems
A message will be displayed in the stratagem HUD when stratagems fail to be called in
Tutorial: Flag celebration now has been fixed with proper fireworks timing and lighting
Players can no longer fall through the ship roof in Illuminate invasion missions
Fixed a bug where the Helldivers head twitched in the end screen, before and after using Victory Poses
Tremor ambient sound now fades out properly
The Burier of Heads title has been thoroughly investigated, and since no signs of alleged dissident connections could be discovered, the title has been reintroduced. Helldivers who have unlocked this title through the Dust Devils Warbond should now find it among the other titles in the customization menu
Fixed issue where the player could interact with the Hive Core Drill terminal from behind
Enemy visibility and hearing should now be affected more by different weathers. This means enemies should generally have a harder time spotting and hearing helldivers in more intense weather scenarios