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Patch 7.1.0, live since 22 September 2026, makes Evacuate High-Value Assets harder and gives you new ways to track the generators you’re protecting. Arrowhead Game Studios laid it all out in its “Devoid of Liberty: 7.1.0” notes on Steam. This guide covers the before and after numbers, why Arrowhead made the change, what’s new inside the mission, how the new rhythm affects holding the generators, and which parts the notes leave out.

TL;DR

  • The gaps between waves are shorter: 60 s → 42 s at the start, 40 s → 28 s at the end, and the maximum gap after a cleared wave is 10 s → 2 s. Don’t count on the old long pause — though the notes don’t say the next wave always comes exactly 2 s later.
  • The maximum wave count and the number of enemies that can spawn per wave went up; the notes give no new totals.
  • New in the mission: Shriekers on bug runs, SEAF troops “when included”, 3 random loot groups, 10 common samples, and generator HP and state on the UI and minimap.
  • Our reading: reload when safely covered and stagger reloads with teammates rather than relying on a long break between waves; give one diver the job of watching generator HP.

What Changed in Evacuate High-Value Assets in Patch 7.1.0

Evacuate High-Value Assets is the mission where your squad defends a position while rockets launch. The community wiki‘s pre-7.1 description has you defending 2 generators until 8 rockets are away. Patch 7.1.0 changed the timing and the size of the waves. Here are the values as printed in the official 7.1.0 patch notes on Steam.

42 sEarly gap, was 60 s
28 sLate gap, was 40 s
2 sMax gap after a clear

Arrowhead defines the 2-second figure as the “time between waves when finished the previous wave”. It is a maximum, not a timer: the notes don’t describe the full wave algorithm, so the next wave won’t necessarily arrive exactly 2 seconds later. What changes is that clearing fast no longer buys the old breather.

ChangeBefore 7.1.0After 7.1.0
Start time between waves (early mission)60 seconds42 seconds
End time between waves (late mission)40 seconds28 seconds
Maximum time between waves (once the previous wave is finished)10 seconds2 seconds
Maximum amount of wavesNot printedIncreased, no number printed
Enemies that can spawn per waveNot printedIncreased, no number printed
Encounter pointsNot printedGrow "more exponentially" through the mission's steps, and more are added when more players are present

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Why Arrowhead Made Evacuate High-Value Assets Harder

Arrowhead’s stated problem is that these missions “have fallen behind in difficulty” and feel boring and easy for players with good tools. Its stated intent is that they “should feel more intense and be more difficult to complete, especially in lobbies with 3-4 players.” The mechanism behind that is the line “Increased encounter points when more players are present”. The patch explicitly increases encounter points when more players are present, but gives no values or full-squad-versus-duo difficulty comparison. That’s on top of whatever difficulty you pick on the official 1 – 10 ladder, where Super Helldive is 10. If you usually run this mission short-handed, our Helldivers 2 solo play guide covers what a small group can realistically finish.

New Mission Contents: Shriekers, SEAF, Loot, Samples and the Generator UI

Helldivers 2-style illustration of an outpost and radio mast in a snowy canyon at dusk
Illustration: a Super Earth outpost in a snowy canyon at dusk.

Besides the wave changes, 7.1.0 adds new things to the mission itself, spread across the notes’ enemy, level design and objective sections.

Shriekers and SEAF troops

Under the bug (Terminid) changes, the mission now has a “Chance to spawn Shriekers.” SEAF troops can also spawn “when included”. The notes don’t say what “when included” means.

Loot groups and 10 common samples

Loot locations and weapons are now randomised. There are 3 random loot groups containing things like ammo, health kits, grenades and weapons. The mission also has 10 common samples to collect.

Generator HP and minimap state

Each generator now shows its health percentage in the objective UI. A separate fix line adds the number of generators you have to defend to the objective UI. Another line makes the power generators show their state on the minimap.

How to Hold the Generators After 7.1 (Our Reading)

Helldivers 2-style illustration of a generator tower on a wet defence pad at night
Illustration: a generator tower on a rain-soaked defence pad at night.

The 7.1.0 notes give no tactics for this mission. What follows is our reading of the printed changes, not official advice and not a tested loadout. For general squad habits that carry over, see our Helldivers 2 hidden mechanics guide.

Warning

A long pause between waves is no longer something to plan around: the maximum gap after a cleared wave is now 2 seconds. Reload when safely covered and stagger reloads with teammates.

Suggested habits based on the patch notes — not a tested completion route.

  1. 1

    Read the objective UI at drop

    check how many generators you have to defend and note their HP percentages before the first wave hits.

  2. 2

    Pick up loot and samples when the defence allows

    once the generators are covered and the approaches are held, take what you need from the 3 loot groups and collect samples on the way. There is no need to grab every item, and the defence comes first.

  3. 3

    Assign one generator watcher

    have one diver keep the HP readout and minimap state in view and call out which generator is losing health.

  4. 4

    Stagger reloads

    time reloads to covered moments inside the fight, one diver at a time.

  5. 5

    Plan for Shriekers on bug runs

    on the Terminid front, pick your loadout knowing Shriekers now have a chance to spawn.

Two 7.1.0 Weapon Changes Worth Knowing Here

Two lines in the same patch touch tools squads often bring to a wave defence. Arrowhead doesn’t tie either to this mission. The AR/GL-21 One-Two now carries more underbarrel grenades — Arrowhead’s stated intent is that it “can use the underbarrel grenade launcher more often” — and the Orbital Precision Strike comes back 10 seconds sooner. The rest of the balance list is in the full 7.1.0 notes.

ItemChangeBefore → After
AR/GL-21 One-TwoStarting underbarrel grenades2 → 3
AR/GL-21 One-TwoMax spare grenades3 → 5
AR/GL-21 One-TwoGrenade refills3 → 5
Orbital Precision StrikeCooldown90 s → 80 s

What the 7.1.0 Notes Leave Out

The 7.1.0 notes don’t give the new maximum number of waves, any enemies-per-wave or encounter-point values, or any differences between difficulty levels. They also don’t say whether the SEAF, loot and sample additions apply on every front, or only where they’re listed. We haven’t checked the new generator UI in-game. This guide covers 7.1.0. If a later hotfix changes the wave timers, the numbers above no longer apply.

Our Take: Is the 7.1 Evacuate Mission Worth Running?

Our Take

A more demanding defence mission, with better information to work with.

The main change is to the rhythm: there is far less dead time between waves to work with. Arrowhead also increased encounter points when more players are present. The HP readout and minimap state fix a long-standing blind spot, and the samples and loot give you a reason to move around early. If you want to see where this mission fits in your broader routine, our Helldivers 2 endgame guide covers what to do next.

Sources and Confidence

This table separates what the studio has confirmed from what comes out of press previews, and what is still just circulating. Each claim below is tied to the post and the game version it describes.

ClaimWhere it comes fromStatus
Wave gaps cut: start 60 to 42 s, end 40 to 28 s, after-wave max 10 to 2 sSteam Community (official Arrowhead announcement)Official
Mission to be harder, especially in 3 – 4 player lobbies; more encounter points with more playersSteam Community (official Arrowhead announcement)Official
Generator HP percentage in objective UI and generator state on the minimapSteam Community (official Arrowhead announcement)Official
One-Two grenade ammo and Orbital Precision Strike cooldown changesSteam Community (official Arrowhead announcement)Official
Pre-7.1 baseline: 2 generators, 8 rocketshelldivers.wiki.gg — Evacuate High-Value Assets (pre-7.1.0 figures)Community-reported; primary source not verified

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Frequently Asked Questions

How many waves does Evacuate High-Value Assets have after 7.1?
The 7.1.0 notes only say the maximum amount of waves was increased. No number is printed.
Is the mission harder with a full squad than with a duo?
Arrowhead increased encounter points when more players are present and intends the mission to be harder, especially in 3–4-player lobbies. Whether a full squad has a harder time completing it than a duo is not stated in the 7.1.0 notes.
How many samples are in the mission now?
Patch 7.1.0 added 10 common samples to collect throughout the mission.
Did 7.1.0 buff any gear specifically for this mission?
The notes don't say. The One-Two and Orbital Precision Strike changes are in the same patch but listed separately from the mission changes.