# Helldivers 2 Into the Unjust: 4.1.0 - Product: Helldivers 2 (https://whatsnew.fyi/product/helldivers-2) - Vendor: Arrowhead Game Studios - Date: 2025-10-23 - Original notes: https://store.steampowered.com/news/app/553850/view/538868565209514366 - Permalink: https://whatsnew.fyi/product/helldivers-2/releases/2025-10-23-into-the-unjust-4.1.0 What's New is an index, not a publisher: every entry below links to the vendor's own release notes, which are the authoritative source. Entries are labelled where they are hand-curated sample data, pre-releases, or drawn from a secondary source such as a developer blog. Reuse: the summaries, labels and curation here are © What's New. Quote freely with attribution and a link back; wholesale republication of the corpus is not permitted — terms: https://whatsnew.fyi/terms. The vendors' own release notes remain their publishers'. --- - **changed** — Improved overall effectiveness of primary weapons, sidearms, throwables, and stratagems - **changed** — Light penetration weapons now deal a higher percentage of their total damage against durable enemies to differentiate them more clearly from medium penetration options - **changed** — SMGs and pistols adjusted to emphasize close-quarters combat with increased close-range damage and increased damage falloff - **changed** — Melee weapons and throwables improved to make each feel more impactful and unique in their function - **removed** — Resupply rack is no longer climbable - **changed** — SG-8P Punisher Plasma damage projectile decreased from 100 to 0 and damage explosion increased from 150 to 225 - **changed** — SG-8S Slugger damage increased from 280 to 330 and durable damage increased from 75 to 90 - **changed** — AR-23 Liberator damage increased from 80 to 90 and durable damage increased from 15 to 22 - **changed** — SMG-37 Defender damage increased from 80 to 100, durable damage increased from 8 to 18, and drag increased from 0.6 to 1.2 - **changed** — MP-98 Knight damage increased from 70 to 90, durable damage increased from 7 to 18, and drag increased from 0.6 to 1.2 - **changed** — CQC-5 Combat Hatchet damage increased from 110 to 160, durable damage increased from 55 to 80, and attack speed slightly reduced - **changed** — CQC-42 Machete damage increased from 170 to 200 and durable damage increased from 80 to 100 - **changed** — TED-63 Dynamite damage increased from 700 to 1000, armor penetration increased from Medium to Heavy, demolition strength increased from 30 to 40, stagger increased from 30 to 40, and uses decreased from 4 to 3 - **changed** — G-7 Pineapple shrapnel from main explosion increased from 7 to 18, demolition strength increased from 20 to 30, inner radius on shrapnel explosion increased from 1 to 2.5m, damage on shrapnel explosion increased from 70 to 100, and lifetime removed on shrapnel - **changed** — G-50 Seeker given higher priority for flying enemies and highest target priority for marked targets, with damage increased from 400 to 500 - **changed** — G-6 Frag uses increased from 5 to 6 - **changed** — G-3 Smoke uses increased from 4 to 5 - **changed** — Throwing knifes damage increased from 250 to 300 and durable damage increased from 100 to 150 - **changed** — PLAS-45 Epoch duration until explosion increased from 3 to 3.25 sec, damage on standard projectiles explosion increased from 400 to 500, and demolition strength on overcharged projectile increased from 10 to 30 Freedom's greetings, Helldivers! Release Captain Morris coming to you this democratic Thursday with an update from High Command. This update focuses on what matters most right now: making HELLDIVERS 2 feel better to play. We’ve overhauled how we approach patching to better target the pain points you’ve shared with us. That means more focus on stability, balance, and the issues that affect your experience the most. Over 200 bugs have been fixed, along with key balance updates and quality-of-life improvements. (For a deeper look, check out Lennart and Niklas’ (https://youtu.be/OBW4NumlYHo) breakdown.) While new features are coming, this patch marks a big step forward: both in the game itself and in how we work to improve it. More refinements are already underway. ##### ⚖️ **Balancing** ##### ** ** ##### General changes **Primaries, Sidearms, Throwables, and Stratagems** - Improvements have been made to increase the overall effectiveness of primary weapons, sidearms, throwables, and stratagems **Light vs. Medium Penetration Weapons** - Light and medium penetration weapons now offer more distinct advantages. Light penetration weapons generally deal a higher percentage of their total damage against durable enemies, differentiating them more clearly from medium penetration options **SMGs and Pistols** - SMGs and pistols have been adjusted to emphasize their role as close-quarters weapons. Close-range damage has been increased, and damage falloff has been increased to reinforce their short-range combat identity **Melee Weapons and Throwables** - Melee weapons and throwables have been improved to make each feel more impactful and unique in their function **Resupply Rack** - The resupply rack is not climbable anymore ## ##### **Primary weapons** **SG-8P Punisher Plasma** - Damage projectile decreased from 100 to 0 - Damage explosion increased from 150 to 225 **SG-8S Slugger** - Damage increased from 280 to 330 - Durable damage increased from 75 to 90 **AR-23 Liberator** - Damage increased from 80 to 90 - Durable damage increased from 15 to 22 **AR-23A Liberator Carbine** - Damage increased from 80 to 90 - Durable damage increased from 15 to 22 **AR-23P Liberator Penetrator** - Damage increased from 60 to 65 **AR-23C Liberator Concussive** - Damage increased from 65 to 75 - Durable damage increased from 30 to 35 **AR-61 Tenderizer** - Durable damage increased from 22 to 30 **AR-32 Pacifier** - Damage increased from 50 to 55 - Stun value per projectile increased from 1.5 to 2 **SMG-37 Defender** - Damage increased from 80 to 100 - Durable damage increased from 8 to 18 - Drag increased from 0.6 to 1.2 **MP-98 Knight** - Damage increased from 70 to 90 - Durable damage increased from 7 to 18 - Drag increased from 0.6 to 1.2 **SMG-32 Reprimand** - Damage increased from 125 to 135 - Drag increased from 0.6 to 1.2 **SMG-72 Pummeler** - Damage increased from 70 to 85 - Durable damage increased from 7 to 18 - Stun value per projectile increased from 1.5 to 2 - Drag increased from 0.6 to 1.2 **LAS-16 Sickle** - Damage increased from 55 to 60 - Durable damage increased from 5 to 6 **MA5C Assault Rifle** - Damage increased from 80 to 90 **M7S SMG** - Damage increased from 70 to 80 - Durable damage increased from 7 to 16 - Drag increased from from 0.6 to 1.2 **StA-11 SMG** - Damage increased from 70 to 90 - Durable damage increased from 7 to 18 - Drag increased from 0.6 to 1.2 **PLAS-39 Accelerator Rifle** - Extra spare magazines increased from 8 to 12 - Ergonomics increased from 40 to 60 ##### **Sidearm weapons** **CQC-2 Saber** - Damage increased from 110 to 125 - Durable damage increased from 55 to 65 **CQC-5 Combat Hatchet** - Damage increased from 110 to 160 - Durable damage increased from 55 to 80 - Attack speed has been slightly reduced **CQC-42 Machete** - Damage increased from 170 to 200 - Durable damage increased from 80 to 100 **P-2 Peacemaker** - Dama _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/553850/view/538868565209514366]_