Arsenal Accord - Community Patch Grenade and Explosive Launchers 9.5

A Mod for Helldivers 2
Arsenal Accord - Community Patch Grenade and Explosive Launchers akl_mod_preview_image
  • gl_21_grenade_launcher.png
    gl_21_grenade_launcher.png
    2.5 MB · Views: 253
  • gl_28_belt_fed_grenade_launcher.png
    gl_28_belt_fed_grenade_launcher.png
    2.1 MB · Views: 289
  • gl_52_de_escalator.png
    gl_52_de_escalator.png
    2.2 MB · Views: 242
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.

Join the Arsenal Accord Discord
Share balance feedback, report bugs, follow updates and find a squad to dive with.

support_launchers-title.png


Goal
Three explosive support roles: general crowd clearing, stun delivery and the GL-28 Heavy Bolter conversion.

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.

GL-28 Heavy Bolter (GL-28 conversion)

gl_28_belt_fed_grenade_launcher-large-final.png


Why the change?
A sustained-fire counterpart to the Autocannon. Replace the unsupported 320 → 360 RPM proposal with stronger direct-impact bolts while preserving the backpack cost, smaller blast and two-hit Hulk-eye breakpoint. Sustained explosive persuasion, paid for one backpack at a time.

9.5 — Heavy Bolter conversion

GENERAL WEAPON

Backpack capacity / starting ammunition: 120 / 120 → 200 / 200

Supply refill: 60 → 120

Ammo-box refill: approximately 30 → 60 (base value is approximate in the supplied notes).

Recoil / horizontal / vertical: 23.75 / 17.5 / 30 → 35 / 25 / 45

Handling — sway: 1.0 → 0.8; horizontal / vertical spread: 4 / 4 → 2 / 2.

HEAVY BOLT PROJECTILE

Standard / durable direct-impact damage: 0 / 0 → 422 / 158 (0.9.3: 375 / 140).

AP direct / slight / large / extreme: 4 / 4 / 4 / 0 → 4 / 4 / 4 / 1

Stagger / push / demolition: 30 / 10 / 10 → 35 / 15 / 20

Mass: 50 g → 150 g

Velocity: 100 m/s → 500 m/s

Drag / gravity: 120% / 100% → 0% / 0%

Unchanged — penetration slowdown 25%.

Stock arming behavior is retained.

HEAVY BOLT EXPLOSION

Standard / durable damage: 150 / 150 → 175 / 175

Inner / outer / shockwave AP: 4 / 3 / 4 → 3 / 2 / 3

Inner / outer / shockwave radius: 2 / 4 / 5.5 m → 1 / 3.5 / 5 m

Stagger: 20 → 30

Push: 20 → 5

Demolition: 30 → 20

Family identity: 422/158 AP4 direct-impact bolts, a 175/175 AP3 blast, up to 320 RPM and a 200-round backpack. The 360/320 multiplier gives +12.5% impact damage, rounded from 421.875/157.5. This approximates the proposed impact DPS at 360 RPM; blast damage and splash DPS remain unchanged. Lower selector rates and damage per ammunition unit also benefit.

Tradeoffs: heavier HMG-style recoil; lower blast AP, smaller radii, less explosion push and demolition. Compared with the Autocannon, direct / blast stagger is 35 / 30 versus 45 / 50, ergonomics is 20 versus 17, and direct durable damage is 158 versus 350. Highly durable and super-heavy targets remain less efficient matchups.

Hulk-eye breakpoint — preserved mathematically: at 250 HP, armor 4 and 25% durability, old impact damage was (375 × 0.75 + 140 × 0.25) × 0.65 = 205.5625; new impact damage is (422 × 0.75 + 158 × 0.25) × 0.65 = 231.4. Both require TWO clean hits. AP3 blast cannot penetrate the normal AV4 eye. On an acid-weakened AV3 eye, impact alone already killed in one hit before and still does after. Native-data regression covers six Hulk classes; this is not an in-game guarantee with other damage modifiers or enemy-stat mods.

GL-21 Grenade Launcher

gl_21_grenade_launcher-large-final.png


Why the change?
Direct grenade impacts gain useful damage and medium penetration, while another spare magazine supports the launcher's existing crowd-clearance role. Landing the shell itself should matter as well as placing the explosion nearby.

Armor penetration at direct impact: 0 → 3

Armor penetration at extreme angle: 0 → 1

Armor penetration at large angle: 0 → 3

Armor penetration at slight angle: 0 → 3

Durable damage: 2 → 25

Spare magazines: 3 → 4

Standard damage: 20 → 50

GL-52 De-Escalator

gl_52_de_escalator-large-final.png


Why the change?
The De-Escalator should control a crowd and create opportunities for teammates, rather than imitate a high-damage explosive launcher. GRASS's broader stun, stagger and demolition package makes the impact area useful while retaining negligible blast damage. Accord's direct-projectile tuning and ammunition allowance add a modest contact-hit contribution and sustain. The combined role is to interrupt pressure, move the squad and let damage-focused weapons exploit the opening. Compliance is compulsory. Temporary immobility is simply the paperwork.

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

Changed stats

Changed statVanilla9.5
Projectile damage / durable20 / 250 / 25
Projectile AP profile0/0/0/03/3/3/1
Spare rounds4042
Blast damage / durable0 / 01 / 1
Blast demolition020
Blast stagger040
Outer blast radius3 m6 m
Blast stun strength06
Blast stun durationNone5 s

Breakpoint / utility comparison

The blast uses the existing five-second stun type at strength 6. The native arc keeps its separate status. Threshold examples ignore buildup decay and immunity; crossing a numerical threshold does not override an immune enemy.

Control breakpointVanilla blast9.5 blast
Stun threshold 1No blast stun1 central hit
Stun threshold 6No blast stun1 central hit
Stun threshold 10No blast stun2 central hits, ignoring decay
Stun threshold 100No blast stun17 central hits, ignoring decay
Duration after stun activatesNone5 s

Retained 9.5 settings: direct 50/25 at AP3/3/3/1; 42 spares; blast 1/1, outer radius 6, demolition 20, stagger 40. Five-second stun uses native StunLarge, strength 6; no global stun definition is changed.

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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