From the patch yesterday, shots ricochet off heavy armor and reflect straight back at the shooter, regardless of the angle of fire.
I tested out a bunch of weapons yesterday and I have yet to see any of them ricochet directly back at the shooter, and that includes the auto canon.
I can also confirm they have not fixed the infinite grenade glitch since I watched someone spam about 100 grenades in a row last night.
I love that glitch it’s so pointless I hope they keep it in
Haven’t got a chance to play yet. Is it a 100% chance that it ricochets back at you, or random chance?
I haven’t done thorough testing or anything, but I think it’s a random chance to ricochet but then a 100% chance that it reflects back to you. Does that make sense?
I played for a solid 4 hours last night and haven’t seen a single ricochet bounce back at the shooter.
I didn’t use the Autocannon last night, which sounds like it’s not actually a problem for. I did have a few weird deaths that I didn’t really know what killed me and assumed it was the new mechanic. But that’s probably not a solid assumption.
First one is free?
Does it only apply to the auto cannon? I used several other support weapons last night and they all ricocheted off in different directions.
The patch notes on steam read, “Shots that ricochet from heavy armored enemies will now properly hit the Helldiver who fired them. Trigger discipline is highly recommended.”
To me it sounded like there might have been a chance that if you fired the shot that ricocheted you wouldn’t take damage from it.
Before they just never ricocheted back at me, they just flew randomly off based on the angle.
I’ve played since then, I’ve had some shots fly straight back at me but it’s a percentage chance or something, certainly not every single shot, and I tanked a reflected autocannon shot and it didn’t kill me, so I think there’s some damage falloff after ricocheting as well, so it’s not too crazy
Do them shooting back at the shooter intentional or a bug? Surely at some angles the shots would just deflect instead of bouncing directly back at the shooter. I haven’t played the new patch yet so I don’t know
That’s according to regular physics. The super citizens at Arrowhead have discovered the more Democratic super physics, which all helldiver equipment follows.
Of course! How could I have forgotten about super physics!™
I will be submitting myself to a re-education camp immediately!
This message has been approved by the ministry of truth
It was intentionally added in the patch yesterday. I don’t think the devs thought this one through very much because it feels really awkward.
Shots that ricochet from heavy armored enemies will now properly hit the Helldiver who fired them. Trigger discipline is highly recommended.
From the Helldivers Discord, it sounds like the only explosive rounds that are reflecting are the Eruptor. Other explosive rounds are not reflecting. They are removing shrapnel damage from the Eruptor temporarily as a result.
Hey, everyone!
The teams have been hard at work testing a number of community issues today, mainly focused on the changes to ricochets and shrapnel. In response to a previous post on reddit, we looked into the possibility of rockets and other explosives being affected by ricochets. This has since been debunked by the community, but nonetheless, our Ministry of Defense team also ran a number of tests today and confirmed that rockets and explosives are not ricocheting.
However, we have noticed another issue through these posts and community feedback that has identified the possibility for shots from the R-36 Eruptor to explode and rebound shrapnel at the shooter, which has a high enough damage value to instantly kill the player. To prevent this, we’re looking to completely remove the shrapnel effect from the Eruptor but will be increasing its hit damage as a result. This should make it less lethal to the operator but just as powerful against enemies. It should maintain its destructive power, and as it is still classed as explosive, it will not lose the ability to break objects, close holes, destroy fabricators, etc. This will, overall, be a buff to the weapon as shrapnel played an almost negligible part in the damage and power it dealt.
Currently, with the systems in place, only small arms should be able to ricochet on armor. If you see an explosive VFX at the point of impact, the projectile is not causing a ricochet, as explosion effects are not triggered when a ricochet occurs. Shrapnel, however, can still explode outwards from the point of impact and kill the player.
We apologize for this misunderstanding and thank you all for investigating these new changes so diligently, and for passing on your feedback to us. Hopefully this makes sense and these changes should help everyone survive better!
That’s ludicrous what they said about the eruptor shrapnel. The shrapnel is what made the weapon good. It was let you take out an 8 bot patrol of raiders in a single shot, it’s what let you destroy fabricators at awkward angles, it’s what compensated entirely for the incredibly slow bolt action chamber you had to do after each shot. Only being able to kill one enemy at a time will make that weapon be awful. It basically becomes a way slower way worse AMR.
Played last night and it still does some area damage, I could still take out tight groups of bugs at once, but the overall affected area does feel a lot smaller…
That being said the new Airburst Rocket Launcher is my new best friend for taking on swarms. Getting used to how the cluster bombs pop off will help you use it even in close quarters and survive (but timing your dodge/dive will probably be a major factor here).
Yeah I had a feeling that they wouldn’t remove the air entirely, but I still think it was kinda important to the weapons success. Oh well, I use the dominator anyways, so I’ll just stick to the old familiar, even if it has become a weakened little pea shooter.