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
Separate portable anti-tank, guided precision and airburst crowd clearing through their payloads, ammunition and 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.
MS-11 Solo Silo
Why the change?
The setup and support-slot commitment earn a larger blast. Demolition stays at 40, with a 150-second base cooldown versus the Leveller's 140 seconds. Enemy targeting is unchanged. The setup takes commitment. The detonation should honor it.
Base cooldown in seconds: 180 → 150
Detonation
Explosion inner radius in metres: 10 → 15
Explosion outer radius in metres: 25 → 35
Explosion stagger radius in metres: 35 → 50
Demolition remains 40. Base cooldown is 150 seconds, compared with the Leveller's unchanged 140 seconds. Enemy targeting is unchanged.
FAF-14 Spear
Why the change?
The lock-on launcher spends time acquiring a target and commits a support slot to heavy threats. Its much stronger penetrating impact explosion gives that commitment a decisive payload and better demolition value. Acquire, authorize, erase.
Primary Impact
Explosion demolition force: 30 → 40
Explosion direct armor penetration: 3 → 5
Explosion durable damage: 200 → 3000
Explosion standard damage: 200 → 3000
EAT-17 Expendable Anti-Tank
Why the change?
Each disposable rocket becomes more valuable against heavy targets, with stronger damage and a less fragile final penetration band. A longer call-in cooldown pays for that per-shot improvement and preserves the distinction from reusable launchers.
Armor penetration at extreme angle: 3 → 4
Base cooldown in seconds: 70 → 90
Durable damage: 2000 → 2400
Standard damage: 2000 → 2400
GR-8 Recoilless Rifle
Why the change?
Recoilless trades some peak damage for more reliable penetration at awkward impact angles. That favors practical anti-armor performance over winning every ideal damage comparison. A reusable crew-served launcher should reward deliberate placement.
Armor penetration at extreme angle: 3 → 5
Durable damage: 3200 → 2500
Standard damage: 3200 → 2500
RL-77 Airburst Rocket Launcher
Why the change?
Improve the direct rocket and reduce vulnerable reload downtime while preserving the cluster payload. The 0.9.4 native reload target is 3 seconds, replacing the 0.9.3 target of 4 seconds. A sharper first strike, followed by the familiar committee of smaller explosions.
9.5 — stronger direct rocket and quicker follow-up
Direct rocket standard / durable damage: 350 / 350 → 800 / 800. AP, direct / slight / large / extreme: 3 / 3 / 3 / 0 → 4 / 4 / 4 / 1.
Native reload duration: 5 → 3 seconds (experimental). Ergonomics: 10 → 20; sway: 1 → 0.85.
StA-X3 W.A.S.P. Launcher
Why the change?
A slightly larger magazine and stronger, wider impact blasts make the guided salvo feel worth its support-slot commitment. The aim is a useful multi-rocket engagement tool, with enough payload to justify managing the launcher.
Magazine capacity: 7 → 8
Primary Impact
Explosion durable damage: 600 → 700
Explosion inner radius in metres: 2.5 → 3
Explosion outer radius in metres: 5 → 6
Explosion standard damage: 600 → 700
MLS-4X Commando
Why the change?
The Commando's identity is a compact reserve of four anti-armor shots that can be committed quickly or distributed across targets. The supported penetration-angle change makes those limited shots more useful when armor is struck obliquely. It retains the decision between spending several missiles now and keeping some for the next threat. Its strength is flexible ammunition commitment, with another call-in needed once the four tubes are empty. Spend them where they matter; requisitions has already started counting the empty tubes.
Balance credit: GRASS (supported portion). Supported by the current HD2Runtime. Source: GRASS proposal.
Changed stats
Breakpoint / utility comparison
This table isolates extreme-angle penetration. Normal flight and direct-impact damage retain their existing targets.
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
Separate portable anti-tank, guided precision and airburst crowd clearing through their payloads, ammunition and 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.
MS-11 Solo Silo
Why the change?
The setup and support-slot commitment earn a larger blast. Demolition stays at 40, with a 150-second base cooldown versus the Leveller's 140 seconds. Enemy targeting is unchanged. The setup takes commitment. The detonation should honor it.
Base cooldown in seconds: 180 → 150
Detonation
Explosion inner radius in metres: 10 → 15
Explosion outer radius in metres: 25 → 35
Explosion stagger radius in metres: 35 → 50
Demolition remains 40. Base cooldown is 150 seconds, compared with the Leveller's unchanged 140 seconds. Enemy targeting is unchanged.
FAF-14 Spear
Why the change?
The lock-on launcher spends time acquiring a target and commits a support slot to heavy threats. Its much stronger penetrating impact explosion gives that commitment a decisive payload and better demolition value. Acquire, authorize, erase.
Primary Impact
Explosion demolition force: 30 → 40
Explosion direct armor penetration: 3 → 5
Explosion durable damage: 200 → 3000
Explosion standard damage: 200 → 3000
EAT-17 Expendable Anti-Tank
Why the change?
Each disposable rocket becomes more valuable against heavy targets, with stronger damage and a less fragile final penetration band. A longer call-in cooldown pays for that per-shot improvement and preserves the distinction from reusable launchers.
Armor penetration at extreme angle: 3 → 4
Base cooldown in seconds: 70 → 90
Durable damage: 2000 → 2400
Standard damage: 2000 → 2400
GR-8 Recoilless Rifle
Why the change?
Recoilless trades some peak damage for more reliable penetration at awkward impact angles. That favors practical anti-armor performance over winning every ideal damage comparison. A reusable crew-served launcher should reward deliberate placement.
Armor penetration at extreme angle: 3 → 5
Durable damage: 3200 → 2500
Standard damage: 3200 → 2500
RL-77 Airburst Rocket Launcher
Why the change?
Improve the direct rocket and reduce vulnerable reload downtime while preserving the cluster payload. The 0.9.4 native reload target is 3 seconds, replacing the 0.9.3 target of 4 seconds. A sharper first strike, followed by the familiar committee of smaller explosions.
9.5 — stronger direct rocket and quicker follow-up
Direct rocket standard / durable damage: 350 / 350 → 800 / 800. AP, direct / slight / large / extreme: 3 / 3 / 3 / 0 → 4 / 4 / 4 / 1.
Native reload duration: 5 → 3 seconds (experimental). Ergonomics: 10 → 20; sway: 1 → 0.85.
StA-X3 W.A.S.P. Launcher
Why the change?
A slightly larger magazine and stronger, wider impact blasts make the guided salvo feel worth its support-slot commitment. The aim is a useful multi-rocket engagement tool, with enough payload to justify managing the launcher.
Magazine capacity: 7 → 8
Primary Impact
Explosion durable damage: 600 → 700
Explosion inner radius in metres: 2.5 → 3
Explosion outer radius in metres: 5 → 6
Explosion standard damage: 600 → 700
MLS-4X Commando
Why the change?
The Commando's identity is a compact reserve of four anti-armor shots that can be committed quickly or distributed across targets. The supported penetration-angle change makes those limited shots more useful when armor is struck obliquely. It retains the decision between spending several missiles now and keeping some for the next threat. Its strength is flexible ammunition commitment, with another call-in needed once the four tubes are empty. Spend them where they matter; requisitions has already started counting the empty tubes.
Balance credit: GRASS (supported portion). Supported by the current HD2Runtime. Source: GRASS proposal.
Changed stats
| Changed stat | Vanilla | 9.5 |
|---|---|---|
| Projectile AP profile | 6/6/6/3 | 6/6/6/4 |
Breakpoint / utility comparison
This table isolates extreme-angle penetration. Normal flight and direct-impact damage retain their existing targets.
| Extreme-angle armor | Vanilla AP3 | 9.5 AP4 |
|---|---|---|
| AV2 | Full damage | Full damage |
| AV3 | 65% damage | Full damage |
| AV4 | Blocked | 65% damage |
| AV5 | Blocked | Blocked |
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.