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AggressiveVehicleAggroFix [ WIP - Updated ] 0.1.0

A Mod for Helldivers 2
AggressiveVehicleAggroFix [ WIP - Updated ] akl_mod_preview_image

Aggressive Vehicle Aggro Fix​

This mod aims to reduce the excessive enemy attention given to Super Earth vehicles, especially while they are unoccupied.

The current version removes the Super Earth faction tag from:

  • FRVs
  • Bastion Tank
  • All Exosuits
Initial testing on a Difficulty 7 Automaton mission was promising. I called in a tank, FRV, and two Exosuits and left them sitting around during combat. None were destroyed while unattended.

That is a major improvement over the behavior that originally motivated this mod.

Important​

This is still experimental.

I originally tried removing the faction tag much earlier in development and saw no effect, so the most likely explanation is that my original patch simply was not being applied correctly.

The current runtime version verifies that the intended vehicle data is found and that the faction values are actually changed.

More testing is still needed with different factions, occupied vehicles, and longer combat situations.

Requirements​

Bingus Shared Loader v15+ is required.

Place Bingus Shared Loader at top priority in your load order, with this mod loading after it.

The mod only targets the relevant vehicle faction data. It does not intentionally modify vehicle health, armor, weapons, handling, or stratagem balance.

Feedback and testing reports are welcome.
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Uploaded by
dkzr
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Comments
65
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4,855
First release
Last update
Platform
PC 
Version
0.1.0
Total Size
5.6 KB
Rating
4.33 star(s) 3 ratings

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  • 523
  • 4,855

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4.33 star(s) 3 ratings

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Latest updates

  1. Leaving

    no longer going to upload mods to this site.
  2. No Faction Tag Test

    Here is a patch that removes the Super Earth faction tag from all mechs and vehicles that have...
  3. More complicated than I initially thought.

    After further testing and datamining, the first version of my mod here might be a slight step in...

OnlyTanks

Members
Members
Sep 15, 2026
13
11
You have my 101% support on tank builds/mods. Please make more tank mods! We have so little tank mods... Keep it up
 

OhnDOY

Modder
Modder
Members
May 24, 2026
109
58
Does this also fix unmanned FRVs getting targeted for no reason at all?
 

dkzr

digitalKaizer
Modder
Members
Sep 15, 2026
30
28
Does this also fix unmanned FRVs getting targeted for no reason at all?
They already shouldn't, unless you have massive skill issue related to where you park. If they path next to a vehicle or near it, they are probably still going to shoot it, either directly, or trying to shoot something else on the other side of it.

But this stops mechs and tanks from getting shot at from across the map before they are even dropped off the transport. I have had mechs destroyed because every cannon turret on the map shot it at once before it was even released by the pelican. The AI can also sniff out your mech and tank from behind cover and out of line of sight and will hunt it down and attack it, even with no one in it. This is explicitly a separate AI mechanic from normal combat. This is what the mod disables.
If you're smart and park your FRV out of sight, unless a patrol happens to randomly path through it, the AI will almost always ignore it.
But otherwise they have wallhacks, know mechs/tank exists, where it is and will hunt it down. They don't do that with FRVs. And I specifically changed the threat code on the tank from 16 to 0. Mechs from 8 to 0. FRVs are already 0.

The solo silo also used to have this mechanic attached to it, but arrowhead smartly removed it.

Sentries have this mechanic as well to some small degree and I feel that makes sense. This is why enemies will target your sentries before you. But the tank of all things had the largest area of threat gen, which is why every god damn enemy unit in visible range would instantly change their targeting directive to the tank above all other targets.

So if you're smart about it, and park a reasonable distance away from a fight and abandon your mech/tank for a while, the likelihood of it randomly getting destroyed while you're away from it goes from absolute to just slim.
 
Last edited:

Argos X

Members
Members
May 7, 2026
4
5
They already shouldn't, unless you have massive skill issue related to where you park. If they path next to a vehicle or near it, they are probably still going to shoot it, either directly, or trying to shoot something else on the other side of it.

But this stops mechs and tanks from getting shot at from across the map before they are even dropped off the transport. I have had mechs destroyed because every cannon turret on the map shot it at once before it was even released by the pelican. The AI can also sniff out your mech and tank from behind cover and out of line of sight and will hunt it down and attack it, even with no one in it. This is explicitly a separate AI mechanic from normal combat. This is what the mod disables.
If you're smart and park your FRV out of sight, unless a patrol happens to randomly path through it, the AI will almost always ignore it.
But otherwise they have wallhacks, know mechs/tank exists, where it is and will hunt it down. They don't do that with FRVs. And I specifically changed the threat code on the tank from 16 to 0. Mechs from 8 to 0. FRVs are already 0.

The solo silo also used to have this mechanic attached to it, but arrowhead smartly removed it.

Sentries have this mechanic as well to some small degree and I feel that makes sense. This is why enemies will target your sentries before you. But the tank of all things had the largest area of threat gen, which is why every god damn enemy unit in visible range would instantly change their targeting directive to the tank above all other targets.

So if you're smart about it, and park a reasonable distance away from a fight and abandon your mech/tank for a while, the likelihood of it randomly getting destroyed while you're away from it goes from absolute to just slim.
say that to my FRVs that get Target Locked by Impalers and Bile titans with ME AROUND
MF straight up disregard me and go for it
 

dkzr

digitalKaizer
Modder
Members
Sep 15, 2026
30
28
say that to my FRVs that get Target Locked by Impalers and Bile titans with ME AROUND
MF straight up disregard me and go for it
Then you're parking too close to the fight. Or standing too close to your FRV.
 

SGZDYJTZS

Members
Members
Sep 17, 2026
3
0
Hello sir, could you make a mod that lets the tank recognize the gunner’s WSAD input, or lets the gunner switch seats to the driver’s position without getting out?
 

localmerkes

Members
Members
Aug 20, 2026
16
11
support FRV got same issiue in latest version, to be honest, it doesn't really matter for mechs and tanks, since they don't require frequent mounting and dismounting or constant angle adjustments,