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.
Goal
Make prepared ground worth choosing through mine deployment budgets, availability and incendiary application strength.
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.
MD-17 Anti-Tank Mines
Why the change?
Anti-tank fields should be deployable when a heavy approach needs preparing. A shorter cooldown lets the squad establish that defense promptly; eleven deployments keep the mission stock finite. Individual mine damage is preserved.
Community stock budget: 11 deployments per mission. Individual mine damage and mine count per deployment are unchanged.
Base cooldown in seconds: 120 → 30
Maximum uses per mission: Unlimited → 11
MD-6 Anti-Personnel Minefield
Why the change?
Minefields become a tool for actively preparing repeated approaches instead of waiting two minutes for every placement. The short cooldown draws from a fixed 22-field mission budget, preserving a logistical limit without forcing long idle periods.
Personal stock budget: floor(2700 seconds / original 120-second cooldown) = 22 deployments per mission. Individual mine damage and mine count per deployment are unchanged.
Base cooldown in seconds: 120 → 15
Maximum uses per mission: Unlimited → 22
MD-I4 Incendiary Mines
Why the change?
Incendiary fields should support repeated route denial. A shorter cooldown and eleven-deployment budget make them easier to plan around; the new split also sets the mine's fire-application strength to 3. Strength is an application setting, not a burn-duration or damage multiplier.
Community stock budget: 11 deployments per mission. Individual mine damage and mine count per deployment are unchanged.
Base cooldown in seconds: 120 → 45
Maximum uses per mission: Unlimited → 11
9.5 standalone correction: mine fire-status application strength 0 → 3. This is application strength, not a burn-duration or damage multiplier; global fire duration and tick damage stay unchanged. The runtime field is validated; live ignition behavior has not been measured.
MD-8 Gas Mines
Why the change?
Gas mines favor prepared disruption over direct explosive removal. Shorter call-in spacing allows repeated trap placement, with eleven fields per mission limiting sustained coverage. Place confusion where the squad needs room to move.
Community stock budget: 11 deployments per mission. Individual mine damage and mine count per deployment are unchanged.
Base cooldown in seconds: 120 → 45
Maximum uses per mission: Unlimited → 11
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.
Join the Arsenal Accord Discord
Share balance feedback, report bugs, follow updates and find a squad to dive with.
Goal
Make prepared ground worth choosing through mine deployment budgets, availability and incendiary application strength.
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.
MD-17 Anti-Tank Mines
Why the change?
Anti-tank fields should be deployable when a heavy approach needs preparing. A shorter cooldown lets the squad establish that defense promptly; eleven deployments keep the mission stock finite. Individual mine damage is preserved.
Community stock budget: 11 deployments per mission. Individual mine damage and mine count per deployment are unchanged.
Base cooldown in seconds: 120 → 30
Maximum uses per mission: Unlimited → 11
MD-6 Anti-Personnel Minefield
Why the change?
Minefields become a tool for actively preparing repeated approaches instead of waiting two minutes for every placement. The short cooldown draws from a fixed 22-field mission budget, preserving a logistical limit without forcing long idle periods.
Personal stock budget: floor(2700 seconds / original 120-second cooldown) = 22 deployments per mission. Individual mine damage and mine count per deployment are unchanged.
Base cooldown in seconds: 120 → 15
Maximum uses per mission: Unlimited → 22
MD-I4 Incendiary Mines
Why the change?
Incendiary fields should support repeated route denial. A shorter cooldown and eleven-deployment budget make them easier to plan around; the new split also sets the mine's fire-application strength to 3. Strength is an application setting, not a burn-duration or damage multiplier.
Community stock budget: 11 deployments per mission. Individual mine damage and mine count per deployment are unchanged.
Base cooldown in seconds: 120 → 45
Maximum uses per mission: Unlimited → 11
9.5 standalone correction: mine fire-status application strength 0 → 3. This is application strength, not a burn-duration or damage multiplier; global fire duration and tick damage stay unchanged. The runtime field is validated; live ignition behavior has not been measured.
MD-8 Gas Mines
Why the change?
Gas mines favor prepared disruption over direct explosive removal. Shorter call-in spacing allows repeated trap placement, with eleven fields per mission limiting sustained coverage. Place confusion where the squad needs room to move.
Community stock budget: 11 deployments per mission. Individual mine damage and mine count per deployment are unchanged.
Base cooldown in seconds: 120 → 45
Maximum uses per mission: Unlimited → 11
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.