Arsenal Accord - Community Patch Energy and Arc Support Weapons 9.5

A Mod for Helldivers 2
Arsenal Accord - Community Patch Energy and Arc Support Weapons akl_mod_preview_image
  • laser-cannon-95-model-corrected.png
    laser-cannon-95-model-corrected.png
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Part of Super Earth Arsenal Accord — the complete Community Balance Patch. Choose the main mod for the full collection, or these focused packs for selected equipment.

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Share balance feedback, report bugs, follow updates and find a squad to dive with.

support_energy-title.png


Goal
Energy and arc support weapons with clearer jobs, stronger sustained utility and practical call-in availability.

Version 9.5 — installation and scope
Install with the Helldivers 2 Mod Manager, then enable the individual equipment options you want. Restart after changing selections. Requires HD2Runtime 0.40.0, Bingus Mod Loader 18 or later, and the VanillaPlus baseline used by the main 9.5 release. Wait for patches to settle and spawn fresh equipment.
Use the main Arsenal Accord mod OR the standalone packs; do not install both. The standalone packs can be combined with one another. Each item has one owner pack; shared native bullet/damage records are the exception described below.
Arsenal Accord - Progress is an optional separate loading display that combines the installed packs into one bar. There is no embedded progress bar, chat announcement or kicking system in this balance pack.

Shared native records
Identical shared edits are included where needed and applied once across the standalone packs. This is not full native-record isolation: other equipment using the same bullet, damage or status record can inherit those fields even without its own pack installed.

Known shared consumers:
• A/LAS-98 Laser Sentry / LAS-98 Laser Cannon

ARC-3 Arc Thrower

arc-thrower-95-model-corrected.png


Why the change?
GRASS considers the Arc Thrower fundamentally strong but unnecessarily tiring to operate repeatedly. Halving its charge times and releasing automatically at full charge makes its sustained electrical pressure easier to access. The philosophy is improved firing flow rather than replacing the weapon's identity with new damage numbers. Positioning and target selection remain central to using that pressure productively. The Ministry has automated the discharge; keeping squadmates out of the circuit remains a personal duty.

Balance credit: 100% GRASS (shown balance targets). Supported by the current HD2Runtime. Source: GRASS proposal.

Changed stats

Changed statVanilla9.5
Minimum charge0.70 s0.35 s
Maximum charge1.40 s0.70 s
Automatic fire at full chargeOffOn

Breakpoint / utility comparison

These are charge windows, not total firing-cycle times. Automatic release at full charge does not by itself establish a separate persistent automatic-fire selector.

Charge-window comparisonVanilla9.5
Minimum charge window0.70 s0.35 s
Full-charge window1.40 s0.70 s
Five full-charge windows7.00 s3.50 s

LAS-98 Laser Cannon

laser-cannon-95-model-corrected-large-final.png


Why the change?
Laser Cannon becomes a stronger sustained tracking weapon with a more active heat cycle. Higher damage and faster cooling reward disciplined bursts, while increased heat generation and fewer spare heatsinks make careless overheating expensive. Keep the beam on target and the radiator honest.

Armor penetration at extreme angle: 4 → 3

Heat cooling per second: 5 → 15

Heat generated per second: 8 → 15

Heatsinks per supply pickup: 6 → 1

Spare heatsinks: 2 → 1

Standard damage: 350 → 800

Primary Status 5

Status strength: 1.5 → 3

LAS-99 Quasar Cannon

quasar-95-model-corrected.png


Why the change?
The Quasar offers repeatable anti-tank capability without consuming carried ammunition. Increased damage and better extreme-angle penetration strengthen each deliberate shot, while the shorter cooling interval reduces the wait before the next engagement. Charging and cooling still prevent rapid follow-up fire, so its role is to choose openings, strike a heavy target, reposition and prepare another shot rather than spend a bank of rockets at once. Freedom runs on a rechargeable schedule; make every discharge count.

Balance credit: 100% GRASS (shown balance targets). Supported by the current HD2Runtime. Source: GRASS proposal.

Changed stats

Changed statVanilla9.5
Damage / durable2000 / 20002400 / 2400
Extreme-angle AP35
Recharge15 s10 s

Breakpoint / utility comparison

Cooling comparison uses 100 heat and the authored cooling rate, excluding charge-up, environmental modifiers and animation delays.

Recharge comparisonVanilla9.5
Ideal heat removal100 at 6.66/s100 at 10/s
Nominal cooling interval15.02 s10.00 s
Cooling time saved—5.02 s / 33.4%

PLAS-45 Epoch

epoch-95-model-corrected.png


Why the change?
The Epoch should make the decision to charge a shot feel worthwhile through broader coverage and stronger interruption. Lower spread and a longer projectile lifetime support deliberate placement; a four-shot magazine gives more flexibility before reloading. Full-charge radii and stagger follow GRASS, while the retained reserve-ammunition choice is Accord's. Its identity is a committed plasma strike into a valuable group of targets, with limited ammunition encouraging good timing. Requisitions prefers one well-placed sunrise to several disappointing sparks.

Balance credit: GRASS + Arsenal Accord. Supported by the current HD2Runtime. Source: GRASS proposal.

Changed stats

Changed statVanilla9.5
Full-charge projectile stagger3040
Full-charge outer blast radius4 m7 m
Full-charge shockwave radius5 m9 m
Projectile lifetime0.6 s1 s
Spread H / V30 / 3010 / 10
Magazine capacity34
Spare magazines43

Breakpoint / utility comparison

Radius boundaries are not guaranteed kill radii. Full-charge blast damage, partial-charge profiles and overcharge behavior retain their existing targets. Peak blast damage is unchanged.

Boundary / conditionVanilla9.5
Full-charge inner boundary3 m3 m
Full-charge outer boundary4 m7 m
Shockwave boundary5 m9 m
At 5.5 m from explosionOutside all three radiiBetween inner and outer
At 8 m from explosionOutside all three radiiShockwave region only
Projectile stagger parameter3040

Retained ammunition: four shots per magazine, three maximum spare magazines, two starting spares and two magazines per supply pickup; 16 maximum shots.

Credits and validation
Built from the published Arsenal Accord 9.5 settings, including GRASS-derived work and the Accord revisions identified above. Current HD2Runtime exposes the fields used by these packages. The standalone archives passed API, option-selection and combined-load-order checks; these checks are not a new live gameplay test. Breakpoint charts are calculated estimates under their stated assumptions. Use balance mods with a consenting squad.
Equipment artwork: Helldivers 2 / Arrowhead Game Studios; crossover equipment belongs to its respective owners. Unofficial fan balance project.
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mfrost96
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9.5
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