Arsenal Accord - Community Patch Melee 9.5

A Mod for Helldivers 2
Arsenal Accord - Community Patch Melee akl_mod_preview_image
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  • cqc_19_stun_lance.png
    cqc_19_stun_lance.png
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  • melee-title.png
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  • cqc_5_combat_hatchet.png
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  • cqc_20_breaching_hammer.png
    cqc_20_breaching_hammer.png
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  • cqc_30_stun_baton.png
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  • cqc_9_defoliation_tool.png
    cqc_9_defoliation_tool.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.

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

melee-title-large-final.png


Goal
Give committing to arm’s reach a payoff: tougher-flesh damage, dependable control and distinct powered melee tools.

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.

CQC-19 Stun Lance

cqc_19_stun_lance-large-final.png


Why the change?
Closing to melee range should buy more than a modest damage increase. The lance gains stronger stun and matching normal/durable damage so a committed thrust rewards the risk. This is Accord's melee tuning over the original GRASS damage proposal.

Durable damage: 83 → 330

Primary status strength: 5 → 6

Standard damage: 165 → 330

Personal melee experiment overrides the original GRASS damage proposal.

CQC-2 Saber

cqc_2_saber-large-final.png


Why the change?
The saber rewards remaining within striking distance with stronger normal damage and fully matching durable damage. It commits the sidearm slot to close combat, so tough flesh should not erase that payoff. Accord's melee experiment takes priority over the original GRASS damage target.

Durable damage: 98 → 375

Standard damage: 188 → 375

Personal melee experiment overrides the original GRASS damage proposal.

CQC-30 Stun Baton

cqc_30_stun_baton-large-final.png


Why the change?
The baton is the compact control option: stronger stun creates a brief opening and improved durable damage makes the follow-up worthwhile. It still demands entering the enemy's reach. The Ministry calls this hands-on conflict resolution.

Durable damage: 60 → 165

Primary status strength: 5 → 6

Standard damage: 120 → 165

Personal melee experiment overrides the original GRASS damage proposal.

CQC-5 Combat Hatchet

cqc_5_combat_hatchet-large-final.png


Why the change?
A deliberate close-range strike deserves a substantial payoff against both ordinary and durable flesh. Matching durable damage reinforces the hatchet's brutal commitment rather than making it another emergency pistol. This is Accord's melee tuning.

Durable damage: 120 → 480

Standard damage: 240 → 480

Personal melee experiment overrides the original GRASS damage proposal.

CQC-20 Breaching Hammer

cqc_20_breaching_hammer-large-final.png


Why the change?
Preserve the Hammer’s ammunition endurance and reward the risk of a charged melee approach with a stronger explosion. Ordinary melee damage is unchanged. Close the distance, commit to the charge, and deliver Democracy by hand.

9.5 — charged-blast improvement

Magazines per supply pickup: 7 → 25

Spare magazines: 7 → 25

Starting spare magazines: 7 → 25

Charged explosion standard / durable damage: 2200 / 2200 → 2500 / 2500 (experimental).

Ordinary melee remains 300 standard / 150 durable and stays excluded from the broader melee damage experiment. The charged explosion is the separate 0.9.4 change. One loaded charge plus 25 spares gives 26 total.

CQC-9 Defoliation Tool

cqc_9_defoliation_tool-large-final.png


Why the change?
A weapon that asks you to commit to melee needs a meaningful payoff. The damage, penetration and stagger experiment is meant to make that risk feel more rewarding; it cannot solve unchanged reach, hit detection or attack behavior. Botany has been suspended until the breach is secure.

Personal override. The final 1350/1350 follows a further 50% increase over our earlier 900-damage buff. GRASS did not supply that earlier personal value. Reach, hitbox and charge-ramp behavior are unchanged.

Armor penetration at direct impact: 3 → 4

Armor penetration at extreme angle: 0 → 1

Armor penetration at large angle: 3 → 4

Armor penetration at slight angle: 3 → 4

Displayed penetration label: None → Heavy

Durable damage: 225 → 1350

Push force: 30 → 15

Stagger force: 10 → 40

Standard damage: 450 → 1350

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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Version
9.5
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