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Anti Materiel Rifle "Rebalance" 2.0.0

A Mod for Helldivers 2
Anti Materiel Rifle "Rebalance" akl_mod_preview_image
NOTICE: This mod was originally intended to be radically different - functionally turning the AMR into an Anti-Tank rifle. That has since been amended and replaced with this version of the mod, as I felt many things were overtuned, and needed to be adjusted back. I would reupload this mod with those stated changes, but I currently cannot remove this mod. So, this is how things will be for now.
I may go back to this idea by changing the Auto Cannon into such a weapon (anti-tank rifle - as it does seem more fitting), down the line, if people want it.


This mod is focused around making the AMR slightly better, around longer ranges, where it seems to struggle a bit, despite being a long-range capable rifle.

CHANGES
CHANGE FORMAT: (BASE > MOD)
PROJECTILE

Drag (0.3 > 0.15)
Velocity (880 > 1150)

DAMAGE
Standard Damage (450 > 650)
Durable Damage (225 > 325)

WEAPON
Third Person Reticle (False > True) (enables third person crosshair)
Ergonomics (35 > 45)

Dependencies:
Bingus Shared Loader (Ver 18 or higher)
HD2Runtime (Ver 27.0 or higher)
5.5 KB
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Uploaded by
the evil tank man
Downloads
463
Comments
23
Views
3,038
First release
Last update
Platform
PC 
Version
2.0.0
Total Size
5.5 KB
Rating
5.00 star(s) 1 ratings

Uploaded by

  • 463
  • 3,038

Ratings

5.00 star(s) 1 ratings

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coolmen43022

Members
Members
Sep 19, 2026
85
23
That firepower is ON DEMAND! Factory strider underhead gun bothering you? Gone! (one shot!) Cannon turret bothering you? Gone! (takes the whole mag - maybe a bit more) It gains a LOT more utility by having AP5 (can clear bot fabs, bulk fabs, dismantle segments of super heavy automaton units pretty goddamn fast) - the trade off for that, again, is the slower fire rate and poorer ammo economy. If I had some other way to keep it in check without stealing the identity of some other weapon, I would've done that.
Also if anything, the autocannon should probably be given more damage and such, as it's literally firing a 20mm round out of an autocannon.

In what UNIVERSE, does a 50cal do more damage than a 20mm autocannon!

I'm not trying to be toxic or anything with my responses, I just love talking about guns and balistics :3
 

the evil tank man

Members
Members
Sep 24, 2026
7
2
You could increase the recoil SIGNIFICANTLY, make it so it practically throws you off target for each and every shot; that would make it balanced and realistic. You can't delete factory striders unless you're skillful enough to actually adjust to the recoil. This seems like a fine idea to me; how about you? Increase the recoil by maybe 4-5x and increase the fire rate back to 400.

How do you feel about this idea?

And increasing the detection radius of the gun so it is harder to sneakily kill stuff and not alert everyone!
...I--okay, look.
Firstly, the detection raidus is.. eh?
I'm not making the fire rate 400.
(Yes, that's 'realistic' and all - but realism does NOT mean it'd be fun to use. I'll get to that in a second.)
End of discussion.

That is not happening.
Yes, the recoil changes would make it require more skill - but, you could just walk under a Factory Strider or a Vox Engine, and just mag dump it. It'd die pretty much instantly. How's that fun for anyone else involved? Yes, it's dead, and yes, the mission is easier - but *most people don't play HD2 to just one tap everything! If you wanted to obliterate a Vox Engine, bring the orbital railcannon strike. These changes I made are just intended to make the AMR hit more like an anti-tank rifle - which, are KNOWN for having slow fire rates! (They had an RPM of something around less than 20).

..Look. I'm sorry, but I just can't do that. It'd make the weapon awfully boring to use, because it just kills everything absurdly fast. How's that fun for anyone else? How's that fair for anyone else? How's that going to make anyone else's experience better? (And before you think: "Oh, people will enjoy that, because it'll deal with heavier, annoying targets much quicker!" - there's a gameplay loop around killing them, and some people enjoy doing that loop! If it be dismantling the pieces of a heavy unit, hitting a weak spot, or dumping a hideous amount of anti-tank weaponry into it's face - that's fun for other people, and making the RPM 400 could possibly remove that piece for other people.)
 

coolmen43022

Members
Members
Sep 19, 2026
85
23
...I--okay, look.
Firstly, the detection raidus is.. eh?
I'm not making the fire rate 400.
(Yes, that's 'realistic' and all - but realism does NOT mean it'd be fun to use. I'll get to that in a second.)
End of discussion.

That is not happening.
Yes, the recoil changes would make it require more skill - but, you could just walk under a Factory Strider or a Vox Engine, and just mag dump it. It'd die pretty much instantly. How's that fun for anyone else involved? Yes, it's dead, and yes, the mission is easier - but *most people don't play HD2 to just one tap everything! If you wanted to obliterate a Vox Engine, bring the orbital railcannon strike. These changes I made are just intended to make the AMR hit more like an anti-tank rifle - which, are KNOWN for having slow fire rates! (They had an RPM of something around less than 20).

..Look. I'm sorry, but I just can't do that. It'd make the weapon awfully boring to use, because it just kills everything absurdly fast. How's that fun for anyone else? How's that fair for anyone else? How's that going to make anyone else's experience better? (And before you think: "Oh, people will enjoy that, because it'll deal with heavier, annoying targets much quicker!" - there's a gameplay loop around killing them, and some people enjoy doing that loop! If it be dismantling the pieces of a heavy unit, hitting a weak spot, or dumping a hideous amount of anti-tank weaponry into it's face - that's fun for other people, and making the RPM 400 could possibly remove that piece for other people.)
Wow, SO YOU STILL HAVE TO WALK UNDER THE FUCKING FACTORY STRIDER??? THAT'S NOT ENOUGH RISK FOR YOU??? Have you considered people using solo silo's to kill them instantly too? Where's the skill there? Or dropping a 500kg bomb? Or just dropping a fucking orbital napalm, face it man, this game has more "overpowered" weaponry. There is genuinely nothing wrong with one shotting an enemy or killing it quickly, why are you deterred by this idea? Plus if someone doesn't like that someone is killing all of the heavies, they'd just leave, like I do when someone brings an orbital napalm. Recoilless rifle can one shot it, a leveler can one shot it, about 3 thermites to the belly can kill it quickly too.

Who gives a fuck how fast it dies, why does that matter?? Hunters also die quickly, but I find them fun to fight, even if I'm blasting them with a stalwart. Are you serious my guy?

And what do you mean how is it fun? Perhaps you and I have different definitions, but I like using the anti material rifle for what's it's supposed to do, kill crap.

Also are you fucking kidding me? How is it fun? This is a horde shooter; killing things is kinda the entire point.
 

coolmen43022

Members
Members
Sep 19, 2026
85
23
...I--okay, look.
Firstly, the detection raidus is.. eh?
I'm not making the fire rate 400.
(Yes, that's 'realistic' and all - but realism does NOT mean it'd be fun to use. I'll get to that in a second.)
End of discussion.

That is not happening.
Yes, the recoil changes would make it require more skill - but, you could just walk under a Factory Strider or a Vox Engine, and just mag dump it. It'd die pretty much instantly. How's that fun for anyone else involved? Yes, it's dead, and yes, the mission is easier - but *most people don't play HD2 to just one tap everything! If you wanted to obliterate a Vox Engine, bring the orbital railcannon strike. These changes I made are just intended to make the AMR hit more like an anti-tank rifle - which, are KNOWN for having slow fire rates! (They had an RPM of something around less than 20).

..Look. I'm sorry, but I just can't do that. It'd make the weapon awfully boring to use, because it just kills everything absurdly fast. How's that fun for anyone else? How's that fair for anyone else? How's that going to make anyone else's experience better? (And before you think: "Oh, people will enjoy that, because it'll deal with heavier, annoying targets much quicker!" - there's a gameplay loop around killing them, and some people enjoy doing that loop! If it be dismantling the pieces of a heavy unit, hitting a weak spot, or dumping a hideous amount of anti-tank weaponry into it's face - that's fun for other people, and making the RPM 400 could possibly remove that piece for other people.)
Are you on the arrowhead balance team?
 

joon3007

Members
Members
Sep 28, 2026
5
2
Just dont use "The Mod" if u not satisfy about this modification. what a mess, holy crab

anyway, what is different 0.1.5 btween 0.1.1 ?
 

throwaway21

Members
Members
Sep 19, 2026
4
1
For whatever reason I can't seem to get the mod to work, I've made sure to update both HD2Runtime and Bingus' shared loader to the required versions but all the weapon's stats remain the same.

I've tried all manners of positions beside the one that should be standard: Bingus', Runtime, AMR mod, and then all the others in the list.

This one should be the only one to change anything but it just doesn't happen, am I missing a step? This is my first Runtime dependent mod.
 

throwaway21

Members
Members
Sep 19, 2026
4
1
For whatever reason I can't seem to get the mod to work, I've made sure to update both HD2Runtime and Bingus' shared loader to the required versions but all the weapon's stats remain the same.

I've tried all manners of positions beside the one that should be standard: Bingus', Runtime, AMR mod, and then all the others in the list.

This one should be the only one to change anything but it just doesn't happen, am I missing a step? This is my first Runtime dependent mod.
I've gone and disabled every other mod I had installed having only the three essential mods enabled.

Two things I noticed that were different by doing this;
1. Mag-size was accurate, as was the listed RPM
2. 6 Spare mags instead of 4?

I was wearing the stock-standard scout light armor so that couldn't have given me the extra ammo, the hellpod space optimization booster couldn't have been it either since that only serves to grant the maximum amount of starting ammo.

Attached a vid of me trying out the mod

View: https://medal.tv/games/helldivers-2/clips/nD6MMZVamEKrxEdOB?invite=cr-MSxIdmIsNTgzNDkzNTEw/URL%5D
 
Last edited:

the evil tank man

Members
Members
Sep 24, 2026
7
2
I've gone and disabled every other mod I had installed having only the three essential mods enabled.

Two things I noticed that were different by doing this;
1. Mag-size was accurate, as was the listed RPM
2. 6 Spare mags instead of 4?

I was wearing the stock-standard scout light armor so that couldn't have given me the extra ammo, the hellpod space optimization booster couldn't have been it either since that only serves to grant the maximum amount of starting ammo.

Attached a vid of me trying out the mod

View: https://medal.tv/games/helldivers-2/clips/nD6MMZVamEKrxEdOB?invite=cr-MSxIdmIsNTgzNDkzNTEw/URL%5D

I changed the magazine count pretty much right after I uploaded the mod. Felt having four magazines was pretty harsh. 6 Is accurate. Don't worry about that. Also, make sure to install both ZIP files - I couldn't package all the changes together-I'm still fairly new to the SDK, so I'll see if I can change that in a later update.
 
Last edited:

the evil tank man

Members
Members
Sep 24, 2026
7
2
Just dont use "The Mod" if u not satisfy about this modification. what a mess, holy crab

anyway, what is different 0.1.5 btween 0.1.1 ?
Both ZIP files have their seperate tasks - the 0.1.5 ZIP changes the weapon stats (magazine, rpm, that stuff) while the 0.1.1 stuff changes the damage stats (armor pen, standard damage, etc) - I tried to package all the changes together, but for whatever reason, it would *not* run (why is beyond me - this is my first time making a mod in general). I should clarify that in the description. Sorry for the confusion on that.
 

NorseTheNomad

Members
Members
Sep 27, 2026
2
0
Honestly, it doesn't need a damage buff. A .50 BMG is already pretty good at penetrating lightly armored targets, but its not good against actually armored targets. Making it into basically a bolt action 30mm cannon is kind of against the actual design philosophy of an Anti-Materiel Rifle. Perhaps giving it slightly better damage, better ergo, and giving it a reticle would solve most of its problems. I'm currently running two mods that do that. Better ergo, a reticle, and it has slight splash damage on top of a small bonus to its damage. Now its great, I run around clearing outpost and bot fabricators with ease. Hell, I took down a Factory Strider with one on my own.

You don't need to make this thing into a tank cannon, lean into the actual uses of .50 BMG rifles. Long distance, lightly armored targets. This thing shouldn't wipe the floor with everything under the sun, the AMR is design to be used against weakpoints and it benefits those with actual marksmanship. And making the ammo economy worse? Plain stupid in this AMR enthusiasts opinion

- NorseTheNomad, AMR Main