Patch 4.1.0 for Helldivers 2 has landed, and with it comes a mix of buffs, adjustments, and subtle nerfs that are reshaping how players approach combat. After testing the patch extensively, it’s clear that while some changes are game-changing, others are more situational. In this guide, I’ll break down the most notable weapon updates, their effectiveness against key enemies, and some practical tips for players looking to optimize their loadouts.
Fire Resistance and Coyote Loopholes
One of the first things players will notice is how the patch subtly alters fire-based damage. Terminids like the brood commanders and nursery spewers now have higher resistance to fire, making it slightly harder to set them ablaze. While some players have speculated that the Coyote was nerfed, the reality is nuanced—it’s more of a loophole adjustment. Essentially, fire weapons still work effectively against standard enemies, but the tougher ones require a bit more strategy.
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SMG Performance: Knight, MS7, and Beyond
The patch brought notable improvements to several SMGs, particularly the Knight SMG, MS7 SMG, Reprimand, Defender, Pummeler, and STA-11. Here’s a quick breakdown:
Knight SMG: Devastating against Impalers, Chargers, and Hulks. One magazine can eliminate an Impaler, and roughly half a mag is sufficient for a Hulk. Flesh mobs go down in about half a mag as well. A solid all-rounder.
MS7 SMG: Performs well, though slightly less effective than the Knight. Two magazines can clear an Impaler, and about half a mag for Hulks. It’s still a reliable choice for clearing medium-sized mobs.
Reprimand & Defender: These are balanced options. Reprimand can take down Chargers in a single magazine and Hulks in half. Defender requires slightly more ammo but remains effective.
Pummeler & STA-11: Pummeler excels at back attacks on Chargers, taking two magazines, while STA-11 is a reliable mid-range option.
A quick tip for SMG usage: always target critical points like the abdomen or head for faster takedowns, especially when facing stronger enemies.
Shotguns: Plasma Punisher and Slugger
Shotguns received some interesting buffs in this patch:
Plasma Punisher: Surprisingly efficient. Six shots to a Charger’s backside are enough to eliminate it, and the Impaler only takes seven. Hulks require targeting the battery pack, but only four shots suffice.
SG-8S Slugger: Works best against Impalers and Chargers when focusing on top portions and backsides. Flesh mobs, however, are ammo-intensive, so consider pairing with a strong SMG for crowd control.
Shotguns excel in close quarters, but careful ammo management is key. They aren’t always the best choice for prolonged encounters with large mobs.
Assault Rifles and Durability Changes
The Liberator series and other assault rifles saw incremental improvements:
AR-23 Liberator & Carbine: Reliable, with minor differences in fire rate. Two magazines typically take down an Impaler, and half a magazine is sufficient for a Hulk.
Liberator Penetrator: Used to be a favorite, but its effectiveness has dipped against Chargers and Impalers due to new enemy resistances.
AR-23C Concussive & AR-61 Tenderizer: Both deal solid damage to key points, but other rifles or SMGs may be more efficient in large battles.
AR-32 Pacifier & MA5C Assault: Primarily used for stunning rather than damage. Pacifier remains situational, and the MA5C still feels underpowered despite buffs.
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Secondary Weapons and Melee Updates
Secondary weapons also received attention:
Redeemer: Effective across most enemy types; Chargers take four magazines, Impalers two, and Hulks only one.
P13 Verdict, M6C SOCOM, Peacemaker: Each offers varying levels of damage and drag, suitable for mid- to long-range engagements. Flesh mobs remain challenging with these, so prioritize primary weapons.
Melee combat received a solid buff:
Saber: Currently the top melee weapon. Fast, high damage, and perfect for hordes.
Hatchet & Machete: Still limited in effectiveness, though the machete benefits from medium armor penetration.
A player tip: combine melee attacks with stun or crowd-control weapons for maximum efficiency during close-range encounters.
Observations and Final Thoughts on Patch 4.1.0
Overall, Patch 4.1.0 is a meaningful update. Weapon buffs improve versatility, but subtle enemy adjustments, particularly fire resistance, force players to think strategically. Shotguns and SMGs shine in specific scenarios, while assault rifles offer steady performance with minor tweaks. Melee is stronger, but still secondary to ranged combat in large-scale engagements.
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Patch 4.1.0 brings a mix of buffs and subtle adjustments to Helldivers 2. SMGs like the Knight and MS7 dominate mid-range encounters, shotguns excel in close quarters, and assault rifles remain reliable workhorses. Melee improvements provide new options for aggressive players, while secondary weapons offer versatility. Adjustments to enemy resistances encourage strategic targeting, making combat more tactical. For those wanting to enhance progression, safely purchasing medals can be a useful option.
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