# Helldivers 2 Machinery of Oppression: 6.3.0 - Product: Helldivers 2 (https://whatsnew.fyi/product/helldivers-2) - Vendor: Arrowhead Game Studios - Date: 2026-06-16 - Original notes: https://store.steampowered.com/news/app/553850/view/676249280988579951 - Permalink: https://whatsnew.fyi/product/helldivers-2/releases/2026-06-16-machinery-of-oppression-6.3.0 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'. --- - **added** — New Galactic Campaigns with Major Orders and campaign-specific rewards - **added** — Control Center terminal for accessing campaign information and Major Orders - **added** — New Forest (Fall) biome - **added** — Bastion Tank pattern customization using Premium Warbond vehicle patterns - **added** — Delayed reload mechanic that queues reload inputs when the player is temporarily unable to reload - **changed** — Vehicle armor values adjusted with Bastion receiving heavy armor, exosuits receiving mixed heavy and medium armor, and ballistic shield receiving heavy armor - **changed** — Enemy armor penetration values increased for certain enemies to handle vehicle armor changes - **changed** — Sentry health increased by 100% to compensate for enemy damage increases against vehicles - **changed** — Exosuit cooldown reduced from 10 minutes to 8 minutes - **changed** — Reloading improved to be more responsive, allowing reloading while dodge diving and remembering reload state through ragdoll recovery - **changed** — Throwables amounts rebalanced to make less used options more available and viable - **changed** — Orbital weapon damage rebalanced with larger projectiles like 380mm and 120mm increased for close hits against larger enemies - **changed** — Railcannon damage increased to be more effective against largest enemies - **changed** — Some enemies received reduced durable damage - **changed** — M7S SMG scope offset moved closer to scope for easier aiming in ADS mode - **changed** — G-48 Giga Grenade refill increased from 1 to 2 _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 Highlights** - 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. ## ⚖️ **Balancing** ##### **General balance changes** ##### **Vehicle armor and enemies AP rebalance ** - 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. ##### **Sentry health rebalance** - 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 improv _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/553850/view/676249280988579951]_