Helldivers 2 update 1.001.104 is rolling out on PS5 and PC. According to the official Helldivers 2 version 1.001.104 patch notes, the latest update improves weapon variety with programmable ammo, enhances Helldiver durability, fixes targeting issues with Automatons, and rebalances tanks for better gameplay flow. Apart from this, Helldivers 2 patch 1.001.104 also introduces various tweaks and changes.
Previously, a minor Helldivers 2 version 1.000.200 added new environmental hazards and weapon adjustments.. Unfortunately, since the release, players are experiencing several issues. The upcoming Helldivers 2 update 1.001.105 will address the remaining issues and bugs.
Patch 1.001.104 Summary
- Weapon and stratagem upgrades: Programmable ammo and damage increases.
- Improved Helldiver armor effectiveness and automaton targeting fixes.
- Plasma projectile behavior standardized, and recoil/accuracy improvements across several weapons.
- Durability changes for Automatons and tanks.
- Patrol spawning mechanics adjusted for better mission flow.
Helldivers 2 update 1.001.104 Patch Notes – October 15, 2024
Balancing
General changes
- Additional Supply Items are now visible on the minimap
- Exosuits
- Support Stratagems
- Removed ricochets from Orbital Stratagem projectiles, Eagle-1 bombs and FAF-14 Spear missiles
- They can no longer ricochet off of targets
- Helldiver armor tweaks
- Both Heavy and Light armor are now more effective
- Heavy armor reduces damage taken by 25%, up from 20%
- 5% more damage reduction
- Light armor increases damage taken by 25%, down from 33%
- 8% less damage taken
- Stratagems and Weapon tag description updates
- They now show more information and are also categorized:
- Armor penetration 2 is classified as Light armor penetrating
- Armor penetration 3 is classified as Medium armor penetrating
- Armor penetration 4 is classified as Heavy armor penetrating
- Armor penetration 5+ is classified as Anti tank
Primary Weapons
Plasma projectile behavior
- We’ve standardized the behavior of Plasma projectiles, which previously had varying characteristics in how they traveled through the air. Now, all Plasma projectiles experience high drag, causing them to slow down faster. However, each plasma weapon still fires projectiles at different speeds and calibers, so their effective ranges will remain distinct. For most weapons, this change won’t be very noticeable
- With the SG-8P Punisher Plasma you’ll see a less pronounced arc in its projectile path. Instead, it will start off faster and lose speed more rapidly, keeping its effective range about the same
PLAS-101 Purifier
- Projectiles can now be charged up with a damage multiplier that scales:
- Minimum charge of 0.1 sec gives a 50% damage multiplier
- Maximum charge of 1 sec gives a 100% damage multiplier
- Maximum charge projectile damage increased from 100 to 200
- Maximum charge projectile durable damage increased from 50 to 100
- Maximum charge explosion damage increased from 150 to 300
- The explosion doesn’t scale, but a fully charged shot has a different explosion effect:
- Minimum charge (0.1–0.99 sec): Inner radius 1m, outer radius 2m, explosion damage 75
- Maximum charge (1 sec): Inner radius 2.9m, outer radius 3m, explosion damage 300
PLAS- 1 Scorcher
- New weapon function: Auto fire mode
- Fire rate increased from 250 to 350
- Magazine capacity increased from 15 to 20
- Spare magazines decreased from 6 to 5
SG-8P Punisher Plasma
- Reduced recoil
- Fire rate increased from 80 to 100
AR-23 Liberator
- Horizontal recoil reduced by 30%
AR-23P Liberator Penetrator
- Horizontal recoil reduced by 30%
- Increased magazine capacity from 30 to 45
- Spare magazines decreased from 10 to 7
AR-23A Liberator Carbine
- Horizontal recoil reduced by 30%
- Ergonomics increased from 65 to 70
- Reload duration decreased from 3 to 2.5 sec
BR-14 Adjudicator
- Horizontal recoil reduced by 30%
- Projectile damage increased from 80 to 90
- Projectile durable damage increased from 16 to 23
- Magazine capacity increased from 25 to 30
AR-61 Tenderizer
- New weapon function: 600/850 RPM
JAR-5 Dominator
- Moved from the Explosive weapon category to the Special weapon category
Sidearms
P-113 Verdict
- Armor penetration increased from 2 to 3
- Projectile durable damage increased from 13 to 32
- Stagger strength increased from 13 to 15
P-4 Senator
- Armor penetration increased from 3 to 4
- Projectile damage increased from 175 to 200
- Projectile durable damage increased from 35 to 70
P-11 Stim Pistol
- Spread decreased from 30 to 5
- Muzzle velocity increased from 80 to 200
Throwables
K-2 Throwing Knives
- Uses increased from 8 to 20
G-12 High Explosive Grenade
- Damage increased from 400 to 800
G-6 Frag Grenade
- Damage increased from 250 to 500
G-10 Incendiary Grenade
- Damage increased from 150 to 300
Stratagem Support Weapons
AC-8 Autocannon
- New weapon function: Programmable ammunition now allows you to switch between normal projectiles and flak projectiles
- Flak projectiles are proximity triggered shrapnel explosions with a larger explosion radius
GR-8 Recoilless Rifle
- New weapon function: Programmable ammunition now allows you to switch between normal projectiles and High Explosive rounds
- High Explosive rounds have a larger explosion radius, deal more explosion damage, less projectile damage and are less effective against tanks
RL-77 Airburst Rocket Launcher
- Reload duration reduced from 7 to 5 sec
M-105 LMG Stalwart
- Ergonomics increased from 25 to 40
MG-43 Machine Gun
- Magazine capacity increased from 150 to 175
- Starting spare magazines increased from 1 to 2
MG-206 Heavy Machine Gun
- Magazine capacity increased from 75 to 100
Backpacks
LIFT-850 Jump Pack
- Cooldown reduced from 20 to 15 sec
- Stronger thrust force
- Thrust vector has been tweaked
- Will have a slightly higher jump and more forward momentum
AX/AR-23 “Guard Dog”
- Switch from AR-23 Liberator rounds to AR-23P Liberator Penetrator rounds
- Armor penetration increased from 2 to 3
- Damage decreased from 70 to 60
- Magazine capacity increased from 30 to 45
Drone Backpacks now has a new toggle drone function
- Activate: The drone leaves the backpack and starts to perform its tasks
- Deactivate: The drone returns to the backpack into a passive standby state
Stratagems
Eagle Strafing Run
- Explosion radius slightly increased
- Explosion damage increased from 250 to 350
Orbital Airburst Strike
- Salvoes increased from 3 to 4
- Duration between salvoes increased from 3 to 4 sec
A/MG-43 Machine Gun Sentry
- Magazine capacity increased from 125 to 175
- Cooldown reduced from 120 to 90 sec
- Life time reduced from 180 to 150 sec
A/G-16 Gatling Sentry
- Magazine capacity increased from 400 to 500
- Cooldown reduced from 180 to 150 sec
- Life time reduced from 180 to 150 sec
A/MLS-4X Rocket Sentry
- Cooldown reduced from 180 to 150 sec
- Life time reduced from 180 to 150 sec
A/AC-8 Autocannon Sentry
- Cooldown reduced from 180 to 150 sec
- Life time reduced from 180 to 150 sec
MD-17 Anti Tank MinesWe are working on changes to the Anti-Personnel and Incendiary Mines, however we are not yet happy with the fixes, as we feel they introduced too many new problems. We will continue working on these changes and include them in a future patch
- The mines are now only triggered by heavier enemies like Chargers, Bile Titans, Impalers, Hulks
- Damage increased from 800 to 2000
- Explosion radius decreased
A/ARC-3 Tesla Tower
- Reduced charge-up shots cooldown from 3 to 1 sec
- Cooldown reduced from 150 to 120 sec
- Lifetime reduced from 180 to 150 sec
FX-12 Shield Generator Relay
- Removed charge delay between damage taken
- Increased charge rate from 300 to 400 health/sec
- Radius increased from 8 to 15m
- Once the shield is down, it will no longer regenerate
Gameplay Changes
Patrol Spawning
- Increased patrol spawns now concentrated around extraction sites.
- More patrols spawn as players get closer to extraction.
- Allows for easier exploration after mission completion.
Terminids
- Bile Spewers & Nursing Spewers: Leg health reduced from 300 to 200.
- Hunters:
- Shared cooldown for pounce ability.
- Can now explode with enough damage.
- Scavengers: Can now explode with enough damage.
Automatons
- Targeting:
- Fixed issues with enemies shooting through walls or tracking players without line of sight.
- Smoke effects now work properly for stealth.
- Projectile Damage:
- Normal small projectile damage reduced from 40 to 35.
- Affects enemies like Devastators, Emplacements, and Conscripts.
- Heavy projectile damage reduced from 65 to 60.
- Affects enemies like Heavy Emplacements and Scout Striders.
- Normal small projectile damage reduced from 40 to 35.
- Hulk Bruiser:
- Automatons reverted to rocket launchers instead of cannons.
Devastators
- All Devastators:
- Head armor reduced from 2 to 1.
- Head health increased from 100 to 110.
- Berserkers: Head health reduced from 125 to 110.
- Heavy Devastator: Increased pause between salvoes to allow counterattack opportunities.
Tanks
- All Tanks:
- Front armor reduced from 6 to 5.
- Rear weak spots now have their own health pool matching previous total health.
- Rear weak spots deal 150% damage to the Tank’s main health.
- Annihilator Tank Turrets:
- Rear weak spots deal 200% damage to the Tank’s main health.
- Shredder Tank Turrets:
- Rear weak spots deal 200% damage to the Tank’s main health.
- Barrager Tank Turret:
- Turret is destroyed when the Tank body is destroyed.
Fixes
Top Priority Fixes
- Fixed insufficient enemy spawns in Eradicate missions.
- Resolved line-of-sight and stealth issues with Automatons.
- Patrol spawning improved for post-mission exploration.
Crash Fixes and Soft-locks
- Fixed crash when knock backed while wearing energy shield backpack.
- Fixed crash when peer leaves with unique armor customization.
- Various crash and soft-lock fixes.
Miscellaneous Fixes
- Fixed bug where Helldivers wearing heavy armor were immune to gas status effects.
Download free Helldivers 2 update 1.001.104 on PlayStation 5 and PC.