Arsenal Accord - Community Patch Precision and Heavy Ballistics 9.5

A Mod for Helldivers 2
Arsenal Accord - Community Patch Precision and Heavy Ballistics akl_mod_preview_image
  • apw_1_anti_materiel_rifle.png
    apw_1_anti_materiel_rifle.png
    2.2 MB · Views: 337
  • rs_422_railgun.png
    rs_422_railgun.png
    2.4 MB · Views: 218
  • s_11_speargun.png
    s_11_speargun.png
    2.5 MB · Views: 201
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
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support_precision-title.png


Goal
Reward deliberate placement with distinct anti-materiel, railgun, autocannon and speargun handling and payloads.

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.

AC-8 Autocannon

autocannon-95-reference-corrected.png


Why the change?
APHET felt weak while Flak already performed well. Increase APHET's direct standard and durable damage and its direct/blast stagger, with a small extreme-angle penetration floor, while leaving the Flak chain and general weapon characteristics unchanged. High Command corrects the shell that failed its field review; the proven Flak load keeps its orders.

CURRENT RELEASE — 9.5 — AC-8 Autocannon

APHET DIRECT PROJECTILE

Standard / durable damage: 325 / 260 → 425 / 350

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

Stagger: 30 → 45

Unchanged — push 20; demolition 30; mass 120 g; velocity 820 m/s; drag 30%; gravity 100%; penetration slowdown 55%.

APHET EXPLOSION

Stagger: 40 → 50

Unchanged — standard / durable damage 150 / 150; inner / outer / shockwave AP 3 / 2 / 3; radii 2 / 4 / 5.5 m; push 40; demolition 30.

GENERAL WEAPON — RETAIN STOCK

190 RPM; capacity 10 rounds; backpack 50 rounds; supply refill 25 rounds; ammo-box refill 10 rounds.

Ergonomics 17; sway 1.0; horizontal / vertical spread 2 / 2; recoil 188, horizontal 101, vertical 275; large firing noise.

Semi / Auto; APHET / Flak selection; stationary reload. Reload timing remains stock.

FLAK — ENTIRE CHAIN STOCK

Retain proximity detonation, 30 shrapnel fragments, 7 m outer blast, all Flak projectile / explosion / shrapnel damage and AP, and every other Flak field. The AP1 floor above applies to APHET only; do not extend it into the stock Flak chain.

Role boundary: excellent durable-target damage and Flak versatility, limited by handling, a 10-round weapon and stationary reload. Super-heavy targets remain an inefficient use rather than its specialty.

APW-1 Anti-Materiel Rifle

apw_1_anti_materiel_rifle-large-final.png


Why the change?
The AMR is a precision support weapon that should reward hitting the right part without forcing every engagement through the scope. GRASS's damage, penetration, stagger, sway and magazine targets strengthen that role, and the third-person reticle makes close pressure more manageable. Accord's lower firing rate reinforces deliberate shots. The larger magazine is balanced by fewer spare magazines and a lower overall carried round count. Super Earth asks for accuracy, not a receipt for every cartridge.

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

Changed stats

Changed statVanilla9.5
Damage / durable450 / 225500 / 250
Extreme-angle AP03
Fire rate400 RPM300 RPM
Stagger2535
Push force2560
Sway10.8
Magazine capacity710
Spare magazines84
Third-person reticleOffOn

Full reference-target breakpoint and TTK comparison — 10 m

10 m, ideal cyclic cadence. Retains the later 300-RPM choice; the recovered addition is the third-person reticle.

Target partVanilla9.5
Terminids
Scavenger / Pouncer / Bile Spitter body1 shot • 0.00 s1 shot • 0.00 s
Shrieker body1 shot • 0.00 s1 shot • 0.00 s
Shrieker wing1 shot • 0.00 s1 shot • 0.00 s
Hunter body (D4+)1 shot • 0.00 s1 shot • 0.00 s
Hunter head1 shot • 0.00 s1 shot • 0.00 s
Warrior body (D4+)1 shot • 0.00 s1 shot • 0.00 s
Brood Commander body3 shots • 0.30 s3 shots • 0.40 s
Brood Commander head + death delay1 shot • 4.00 s1 shot • 4.00 s
Alpha Commander body4 shots • 0.45 s4 shots • 0.60 s
Alpha Commander head + death delay1 shot • 3.00 s1 shot • 3.00 s
Hive Guard exposed body2 shots • 0.15 s2 shots • 0.20 s
Hive Guard head + death delay1 shot • 2.67 s1 shot • 2.67 s
Stalker body3 shots • 0.30 s3 shots • 0.40 s
Stalker head1 shot • 0.00 s1 shot • 0.00 s
Nursing Spewer head1 shot • 0.00 s1 shot • 0.00 s
Nursing / Bile / Rupture Spewer abdomen4 shots • 0.45 s4 shots • 0.60 s
Bile / Rupture Spewer armored head1 shot • 0.00 s1 shot • 0.00 s
Charger / Behemoth stripped leg3 shots • 0.30 s3 shots • 0.40 s
Charger abdomen + bleedout4 shots • 7.95 s4 shots • 8.10 s
Spore Charger abdomen + bleedout5 shots • 8.10 s4 shots • 8.10 s
Impaler exposed face5 shots • 0.60 s5 shots • 0.80 s
Impaler stripped leg4 shots • 0.45 s4 shots • 0.60 s
Bile Titan exposed underside15 shots • 7.80 s14 shots • 5.40 s
Automatons
Basic bot infantry torso1 shot • 0.00 s1 shot • 0.00 s
Marauder torso1 shot • 0.00 s1 shot • 0.00 s
Basic bot infantry / Marauder head1 shot • 0.00 s1 shot • 0.00 s
Devastator / Berserker head1 shot • 0.00 s1 shot • 0.00 s
Devastator / Berserker stomach1 shot • 0.00 s1 shot • 0.00 s
Devastator chest2 shots • 0.15 s2 shots • 0.20 s
Berserker chest2 shots • 0.15 s2 shots • 0.20 s
Scout Strider exposed pilot1 shot • 0.00 s1 shot • 0.00 s
Scout Strider leg2 shots • 0.15 s2 shots • 0.20 s
Scout Strider waist / turret system1 shot • 0.00 s1 shot • 0.00 s
Reinforced Scout Strider leg2 shots • 0.15 s2 shots • 0.20 s
Reinforced Scout Strider waist1 shot • 0.00 s1 shot • 0.00 s
War Strider hip joint3 shots • 0.30 s3 shots • 0.40 s
Factory Strider belly / exposed circuits11 shots • 4.35 s10 shots • 1.80 s
Hulk rear vent + bleedout3 shots • 13.30 s3 shots • 13.40 s
Tank / cannon turret rear vent4 shots • 0.45 s4 shots • 0.60 s
Gunship front engine2 shots • 0.15 s2 shots • 0.20 s
Gunship rear engine2 shots • 0.15 s2 shots • 0.20 s
Illuminate
Voteless light body (complete finish)1 shot • 0.00 s1 shot • 0.00 s
Voteless medium body (complete finish)1 shot • 0.00 s1 shot • 0.00 s
Voteless heavy body (complete finish)1 shot • 0.00 s1 shot • 0.00 s
Voteless head (all three sizes)1 shot • 0.00 s1 shot • 0.00 s
Wretch body2 shots • 0.15 s1 shot • 0.00 s
Obtruder body1 shot • 0.00 s1 shot • 0.00 s
Watcher body1 shot • 0.00 s1 shot • 0.00 s
Overseer exposed torso2 shots • 0.15 s2 shots • 0.20 s
Overseer head1 shot • 0.00 s1 shot • 0.00 s
Harvester exposed internals3 shots • 0.30 s3 shots • 0.40 s
Harvester hip joint4 shots • 0.45 s4 shots • 0.60 s
Harvester exposed leg internals3 shots • 0.30 s3 shots • 0.40 s

Retained 9.5 settings: 500/250 damage, 300 RPM, ten-round magazine, four spares, push 60, stagger 35, sway 0.8 and extreme-angle AP3.

RS-422 Railgun

railgun-95-grass-flavor.png


Why the change?
High Command restores the Railgun’s armor-piercing authority after an unjust requisition cut. GRASS describes AP10 as redress for a nerf he attributes to a glitch, rather than a performance-driven damage upgrade. Greater demolition and stagger reinforce the impact, while reduced sway steadies the shot. Damage and charging behavior remain unchanged. The Ministry returns your authority.

Balance credit: GRASS’s written proposal.

Armor penetration at direct impact: 5 → 10

Armor penetration at large angle: 5 → 7

Armor penetration at slight angle: 5 → 9

Demolition force: 10 → 20

Stagger force: 35 → 40

Sway multiplier: 1 → 0.8

S-11 Speargun

speargun-95-author-reason.png


Why the change?
The author found the Speargun lacked a purpose beside the AMR and Railgun and felt like the weaker choice. This pass targets its pain points: quicker reloads, steadier aiming, improved handling and deeper ammunition reserves make it a more practical alternative while retaining its existing damage, penetration and payload. High Command has answered the field complaints; return this specialist to active duty.

Balance credit: GRASS proposals + Accord adjustments.

9.5 — handling and ammunition endurance

Ergonomics: 35 → 45. Starting and maximum spare spears: 12 → 16. Supply refill: 6 → 8; derived ammo-box refill: 3 → 4.

Reload duration: 2.5 → 1.8 seconds.

Sway multiplier: 1 → 0.8.

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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