Patch Notes 01.000.300

https://lemmy.ca/post/20264151

Patch Notes 01.000.300 - Lemmy.ca

LAS-99 Quasar Cannon - Increased recharge time by 5 seconds

This is a nerf right, the time now takes 5 seconds longer to become ready?

Yeah sounds like 3-second charge up is now 8-seconds.
I read this as it now takes 15 seconds to cool down, it still takes 3 seconds to charge and take a shot.
Thats what I meant, the time after firing. Basically the cooldown has been increased
And they’re sort of nerfing the sickle, down to 3 mags from 6… Still basically infinite ammo if you don’t overheat though.
I hardly ever manage to overheat it, but when I do it tends to be because I really need to and reloading is faster than waiting for a cool-down. Won't be able to do that as much, but not too bad of a nerf overall.

Yeah, when I need to use a reload it’s usually cause shit hit the fan. But ammo isn’t that hard to find it anything.

That quasar cool down is going to hurt for drop ships though

Gunships too, though thankfully their count is being reduced

The steam patch notes are lacking some details from the discord patch notes. check out Enemy Patrol

: : : Stratagems

  • Machinegun Sentry
  • Increased health to match other Sentries
  • Tesla Tower
  • Increased health by 33%
  • RL-77 Airburst Rocket Launcher
  • Airburst Rocket Launcher will no longer detonate when shot near stratagems (HMG turret, Sentries, Resupplies) and other Helldivers.
  • Reduced proximity radius

Enemies Balancing adjustments have been made to

  • Bile Spewer and Nursing Spewers movespeed slightly reduced
  • Hulks: Force required for them to stagger slightly increased
  • Hulk Scorcher direct flamethrower damage reduced by 20%
  • Devastator fire rate slightly increased (only the standard devastator)
  • Gunships sideways movement slightly increased
  • Scout strider Riders now less vulnerable to explosions
  • Fog Generators health and armor increased
  • Gunship spawners now have a much lower cap on how many gunships they can have active at the same time.

Enemy Patrols We unintendedly had non-linear scaling of the patrol spawns so they didn’t spawn as often as they should have when less than 4 players. The intention is that 1 player has 1/4th of the patrols compared to 4 players, but it used to be that they had 1/6th.

  • Balancing adjustment to patrol spawning.
  • Patrol spawning has been increased when there are fewer than 4 players. The fewer the players the bigger the change. For 4 player missions there will be no change compared to before.The biggest noticeable change will be for solo players at higher difficulties.

🎮 Gameplay

  • Made minor level generation improvements to how we distribute locations throughout the mission map. This should improve variation in distance between objectives, and objectives will likely not spawn as far away from each other as often as before.
  • Added setting in the options menu gameplay section to disable automatic climbing and vaulting while sprinting.
  • The Spread Democracy mission otherwise known as “raise the flag” can now be enjoyed on higher difficulties for maximum freedom spreading.
  • When readying up, Helldivers now salute to ensure maximum democratic readiness.
  • Added ambience to the Tremor planetary hazard to underline the severity so Helldivers can react accordingly
  • Shots that ricochet from heavy armored enemies will now properly hit the Helldiver who fired them. Trigger discipline is highly recommended.
That's fund and all but as long as there is no patch for "game sometimes just closes/crashes/or lose connection" it's pretty meaningless

It's there...

Crash fixes

  • Fixed crash that could occur when host abandoned mission with squad.
  • Fixed crash that could occur if a player tried to enter an occupied EXO-45 Patriot Suit.
  • Fixed crash that could occur for all players after or during mission results screen.
  • Fixed crash that could occur after shooting from the EXO-45 Patriot Suit’s rocket launcher.
  • Fixed crash that could occur for all players apart from the one that rejoined the ongoing mission with different armor and got reinforced.

Scout strider Riders now less vulnerable to explosions

Aw man that sounds like a huge nerf to the Scorcher and Eruptor. Being able to kill the scouts by shooting them in the front with explosive weapons made them so much more manageable.

Iirc only the riders. The strider itself should be unchanged. If I cant one shot them with the autocanon anymore ill habe to desert

Thank you for pointing this out.

Looks like grenade bowling is still on the menu.

Still no progress on the RX 7000 cards crashing constantly and without obvious reason. It’s been on the known issues page on the AH website since launch.

For now, the most effective method to preventing this issue is to limit core clocks on NV31 to about 2500 MHz.

I believe this is under the known issues for Adrenalin

I set.mine to 2555 because of Star Citizen (and Ratchet & Clank, but I finished that game a while ago), so I’ve had no issues with HD2 since the first week or so of release. Can confirm it works.
Interesting, were rachet and clank + star citizen also failing in the same way (intermittent TDRs or system shutdown) with default gfx core clocks?

In my case it manifested as a graphics driver crash. This would bring down anything that was using the GPU: the game, discord, Windows DWM.

Someone on SC`s forums did a bunch of research and eventually suggested the clock limit, which has solved all my SC, HD2, R&C issues and most of my War Thunder issues (though that one still silently deletes itself from RAM occasionally, but I think that’s just War Thunder).

Here’s the post, if you’re interested: robertsspaceindustries.com/…/high-end-amd-gpu-cra…

High-End AMD GPU Crashing Possibly Resolved! We NEED TESTERS! - Star Citizen Spectrum

Reddit Thread Link: https://www.reddit.com/r/starcitizen/comments/17n09qe/star_citizen_crashing_on_highend_amd_gpus_all/?utm_source=share&utm_medium=web2x&context=3 Issue Council Thread Link: AMD...

Spectrum

Sorry, I take a bunch of acronyms for granted. TDR = timeout detection / recovery.

Did the bug report tool suggest there was a timeout in each of those cases?

I forget, it’s been a while. I want to say yes, but the screen would freeze for several seconds before the GPU driver reset in my case, so that seems like a legitimate timeout to me. I had tried increasing the timeout in the past to fix these issues, before I found this method.

While testing I did confirm using OpenHardwareMonitor that the GPU core frequency would spike above 3100Mhz before crashing, as the thread describes. Setting the max to 2550 seems to prevent this happening.

Thank you for the info!