Arrowhead has released a significant update for Helldivers 2, adding new Galactic campaigns, a new biome, a new Control Center terminal, and a lot more. The update — patch 6.3.0 — also makes changes to weapon, stratagem, and enemy balancing, including reductions to enemy durable damage and a decreased exosuit cooldown.The new Control Center terminal is the previously unused terminal opposite the armory. It gives players more context to ongoing Campaogns and their Major Orders, as Arrowhead signalled was in the works earlier this month. Each Campaign now comes with its own potential reward, should the Helldivers be victorious in a majority of the Major Orders within it. The terminal also features 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.Speaking earlier this month, game director Mikael Eriksson described Galactic War Campaigns as the “next evolution” of Major Orders, and revealed they will last 1-3 weeks. “The intention that it will always be clear what the active Campaign is, how it's going, what the outcomes have been, and what's at stake,” Eriksson said, admitting this has not always been the case before with how players interact with the Galactic War.The introduction of Campaigns means there will always be at least one Campaign reward if the conditions are met. “We want to make these rewards special, because we also think players should earn more than just medals,” Eriksson explained at the time. Some will alter gameplay, some will be cool items. “It also means there is more stuff for players to work towards outside of warbonds,” Eriksson teased. “Pray J.O.E.L is feeling generous, the first reward you’ll be working to unlock is a new FRV!”Today’s update does not add the hotly-anticipated roguelite systems, called Planet Warfronts, that are confirmed to be coming to Helldivers 2. Nor does it include the Personal Campaign Progression system, which will give every Galactic War Campaign a personal progression reward track.There are big balance changes, however. Reloading, one of the most important actions you need to manage in Helldivers 2, has been made more responsive, and you can now reload while dodge diving, which is huge. If you're ragdolled while reloading you will continue it when regaining control, too. Helldivers 2 now also has delayed reloads. If you try to trigger a reload while the player is not allowed to do so, the reload will be delayed until the player is able to reload with a maximum of 1.2s delay from when the reload input was pressed. And here's another change worth pointing out, because it could make a huge difference when things are getting desperate: stimming is no longer interrupted by stagger.Helldivers 2 update 6.3.0 patch notes are below:Helldivers 2 update 6.3.0 patch notesPatch HighlightsNew Galactic CampaignsNew “Control Center” terminal for Campaigns & Major OrdersNew Biome - Forest (Fall)Bastion Tank PatternsVehicle Armour and Enemies Armour Penetration (AP) RebalanceSentry Health RebalanceEnemy RebalancesIncluding Durable Damage ReductionsReloading ImprovementsDecreased Exo Suit CooldownWeapon RebalancesThrowable Amount Rebalance Stratagem Rebalances Orbital Damage RebalanceSpeargun and Sterilizer Rebalance Bug FixesCrash FixesWeapon & Stratagem FixesEnemiesMiscellaneous Introducing the CONTROL CENTER terminalSuper 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. BalancingGeneral balance changesVehicle armor and enemies AP rebalanceSuper 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 reducedThere are too many changes to properly list, so we ask you to play and tell us how it feels. The intent is the followingThe Bastion tank should feel “tankier” and ignore small attacks, withstand more medium attacks and its survivability against heavy attacks should be unchangedThe 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 rebalanceIncreased 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 improve their versatility on the battlefield.Reloading improvementsImprovements to make reloading more responsive, part of this is allowing reloading while dodge diving, also remembering the reload state better so if you're ragdolled while reloading you will continue it when regaining control.Introduced the concept of delayed reloads. If you try to trigger a reload while the player is not allowed to do so, the reload will be delayed until the player is able to reload with a maximum of 1.2s delay from when the reload input was pressed. Bastion Pattern CustomizationIf you own the vehicle patterns from a Premium Warbond, they can now also be applied to the Bastion Tank! It does not apply to Legendary Warbonds retroactively at this time.Decreased Exo Suit cooldownReduce the cooldown of mechs from 10 minutes down to 8. The intent is to find a better balance with mechs and allow more time with fun stratagemsThrowables amounts rebalanceIntent is to make some of the less used throwables more available and viable optionsOrbitals damage rebalanceIntent is to make the larger orbitals feel more like the large projectiles from orbit as they are so the projectile and explosion damage should better match that.Larger projectiles explosions like the 380mm and 120mm are increased to make close hits more effective vs larger enemies like Chargers.Compared to explosions like the Ultimatum these will have less damage at the center, but also less damage fall off so it will have a more consistent damage over its total area.The Railcannon also got more damage to be more effective vs some of the largest enemies like the Vox engines. It will still not one shot the largest enemies like Factory strider, Hive lord and similar.Primary weaponsM7S SMGMoved scope offset closer to the scope so it will be easier to use in ADS mode.ThrowablesG-48 Giga GrenadeIncreased refill from 1 to 2TED-63 DynamiteIncreased max amount from 3 to 4G-50 SeekerIncreased Start amount from 3 to 4Increased refill from 2 to 3Increased max amount from 4 to 5G-12 High ExplosiveIncreased Start amount from 3 to 4Increased refill from 2 to 3Increased max amount from 4 to 5G-16 ImpactIncreased Start amount from 3 to 4Increased refill from 2 to 3Increased max amount from 4 to 5G-7 PineappleIncreased start amount from 3 to 4Increased refill from 2 to 3Increased max amount from 4 to 5G-23 StunIncreased start amount from 3 to 4Increased refill from 2 to 3Increased max amount from 4 to 5G-109 UrchinIncreased start amount from 2 to 4Increased refill from 2 to 3Increased max amount from 4 to 5G-10 IncendiaryIncreased start amount from 3 to 4Increased refill from 2 to 3Increased max amount from 4 to 5G-13 Incendiary ImpactIncreased start amount from 3 to 4Increased refill from 2 to 3Increased max amount from 4 to 5Stratagems Eagle 110mm Rocket PodsIntent: Make it better at one shotting smaller heavies like Chargers, Hulks, Harvesters (without shields). It can also kill some larger enemies like Tanks well. It is still not a 100% guaranteed kill, but it will be more reliable. Increased explosion damage 200 to 300Increased explosion durable damage 200 to 300Increased explosion armor penetration Medium to HeavyRockets are fired in a closer pattern to each other to make it easier to hit smaller targets.Lower force impulse on explosion from 40 to 10 (This is to make enemies not fly away to much when they die, because we increased the armor penetration of the explosion)Orbital Precision StrikeIncreased projectile damage 3500 to 4000Increased projectile durable damage 3500 to 4000Increased explosion damage 1000 to 1500Increased explosion durable damage 1000 to 1500Orbital 380mm HE BarrageIncreased projectile damage 3500 to 4000Increased projectile durable damage 3500 to 4000Increased explosion damage 1000 to 1500Increased explosion durable damage 1000 to 1500Orbital Walking BarrageIncreased projectile damage 3500 to 4000Increased projectile durable damage 3500 to 4000Increased explosion damage 1000 to 1500Increased explosion durable damage 1000 to 1500SEAF Artillery Explosive/High Yield ExplosiveIncreased projectile damage 3500 to 4000Increased projectile durable damage 3500 to 4000Increased explosion damage 1000 to 1500Increased explosion durable damage 1000 to 1500Orbital 120mm HE BarrageIncreased projectile damage 2500 to 3500Increased projectile damage 2500 to 3500Increased explosion damage 750 to 1200Increased explosion damage 750 to 1200Orbital Railcannon StrikeIncreased projectile damage 7500 to 10 000Increased projectile durable damage 7500 to 10 000S-11 SpeargunThe projectile was negated by the Gas resistance armor which did not make much sense. The explosion of the projectile is still gas elemental.Change the projectile damage type from gas to noneTX-41 SterilizerIncreased ammo capacity from 100 to 125Increased starting amount of magazines from 2 to 3Will be affected less by wind by 60%All ExosuitsIncreased health from 1600 to 1800Increased health of arms from 600 to 800Increased health of legs from 400 to 550Cooldown reduced from 10 minutes down to 8 minutesM-102 Fast Recon VehicleIncreased health from 2000 to 2400Increased health of doors by 50%Increased health of tires from 300 to 350EnemiesTerminidsChargerAdjusted the chargers turning arc to make them easier to avoidIncrease their recovery time after the charge to create a window of opportunity (+1 second). The charger basically keeps running and struggle to stop if it misses its targetTo compensate for this, charge speed has been slightly increased (8->9m/s)Alpha commanderRemoved cowardly behavior, it will now be more aggressive.HuntersReduced durable damage of normal attack from 50 to 40Reduced durable damage of tongue attack from 45 to 30Reduced durable damage of pounce attack from 50 to 35Warriors and spewersReduced durable damage of normal attack from 80 to 65StalkersReduced durable damage of tongue attack from 50 to 35AutomatonsVox EngineReduced health from 11 000 down to 9000Reduced max turn angle of its upper body so it cannot turn as far as it could previously (from 180 degrees down to 140)Amount of vox engines allowed to be active at the same time limited to 3Reduced health of their cannon turrets from 8000 down to 3500Reduced the armor of their cannon turrets from 5 to 4Reduced durable on cannon turrets from 1 to 0.7Increased damage of cannon turrets explosion to significantly hurt the vox engine when it diesIlluminateElevated OverseerAdded one attack pattern (short attack burst followed by a longer one)Reduced the current attack durationReduced accuracy on moving targetsFixesSpecial ShoutoutStimming is no longer interrupted by staggerCrash FixesFixed a rare crash that would happen when a player joined a gameFixed a rare crash which would occur when causing an excessive amount of explosions in a single frameWeapons & Stratagem FixesFixed a bug where several weapon customizations weren't properly saved when the option was ticked in the player settingsB/FLAM-80 Cremator no longer shows the 'Heavy Armour Penetrating' stratagem trait, following similar incendiary weaponryA/FLAM-40 Flame Sentry and EXO-51 Lumberer Exosuits flamethrower can now damage targets within 3 meters of the sentryP-33 Missile Pistol weapon now shows the right trait tags in the menuThe R-2 Amendment reload now continues correctly if interrupted - if reload is interrupted early, it will not lose magazinesThe secondary weapon's chosen customization correctly persists after death if the menu option is selectedOrbital Gatling Barrage will play the correct audioThe StA-X3 W.A.S.P. Launcher can target illegal broadcast transmitter towersPart of the Bastion Tank's barrel can be damaged with a light penetration weaponPhalanx divers rejoice! Laser beams, explosion damage, electrical arcs and melee attacks no longer collide with the directional shields of your team-mates when hit from behind.SG-97 Sweeper should now reliably eject shells when slamfiringThe WASP launcher can target the Illegal Broadcast transmitter towerEnemiesFixed physics to allow more representative shooting on the Dragonroach abdomenVeracitor will not trigger its charge within a narrow path, reducing instances where they'll clip though destructible obstaclesMiscellaneous FixesA hidden broadcast terminal was relocated to its correct spot so that the Helldivers can once again access itPlayers are no longer removed from terminals when switching between controller and Keyboard and MouseD-pad/arrow keys navigation can come up and down when viewing teammates' equipment loadoutTraversing through foliage such as bushes will no longer interrupt sprinting, which should result in less momentum lossFixed several issues with some mission assets animation being out of sync for joining playersFixed issue where the map marker for "Retrieve Mutant Larva" objective always displayed in a radiusHints have better placements for the reinforcement Hellpods in commando missionsSEAF SAM site missiles now have better software to detect and detonate near enemy air unitsFixed a bug where certain Automaton mines turned invisible when a nearby mine explodedFixed a case where the Helldiver head twitched when leaving the HellpodM-102 Fast Recon Vehicle no longer plays audio for doors if they have been removed from the vehicleParts of the TD-220 Bastion MK XVI barrel base can no longer be damaged with a light penetration weaponFix issues with certain physics collisions having no audioFixed Automaton mines getting under ground after a nearby mine explodesFixed an issue where an Eradicate Automaton Forces level could generate underwaterFixed a traversal issue where enemies could not reach the player in one of the levels in the E-710 Extraction missionFixed a traversal issue where enemies could not reach the player in one of the levels in the Annex Untapped Mineral Site missionWesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.