Arsenal Accord - Community Patch Shotguns 9.5

A Mod for Helldivers 2
Arsenal Accord - Community Patch Shotguns akl_mod_preview_image
  • m90-medium.png
    m90-medium.png
    1.9 MB · Views: 312
  • m90-light.png
    m90-light.png
    2 MB · Views: 284
  • dbs_2_double_freedom.png
    dbs_2_double_freedom.png
    2.3 MB · Views: 246
  • las_13_trident.png
    las_13_trident.png
    2.3 MB · Views: 216
  • sg_20_halt.png
    sg_20_halt.png
    2.2 MB · Views: 195
  • sg_225_breaker.png
    sg_225_breaker.png
    2.3 MB · Views: 183
  • sg_225ie_breaker_incendiary.png
    sg_225ie_breaker_incendiary.png
    2.2 MB · Views: 174
  • sg_225sp_breaker_spray_pray.png
    sg_225sp_breaker_spray_pray.png
    2.3 MB · Views: 122
  • sg_451_cookout.png
    sg_451_cookout.png
    2.2 MB · Views: 145
  • sg_8_punisher.png
    sg_8_punisher.png
    2.3 MB · Views: 139
  • sg_8p_punisher_plasma.png
    sg_8p_punisher_plasma.png
    2.5 MB · Views: 130
  • sg_8s_slugger.png
    sg_8s_slugger.png
    2.5 MB · Views: 121
  • sg_97_sweeper.png
    sg_97_sweeper.png
    2.3 MB · Views: 115
  • sg_22_bushwhacker.png
    sg_22_bushwhacker.png
    2.3 MB · Views: 114
  • spray-pray-swarm-95-v2.png
    spray-pray-swarm-95-v2.png
    2.3 MB · Views: 25
  • spray-pray-swarm-95-v3-author-reason.png
    spray-pray-swarm-95-v3-author-reason.png
    2.2 MB · Views: 38
  • sg_97_sweeper-large-final.png
    sg_97_sweeper-large-final.png
    2 MB · Views: 10
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.

shotguns-title.png


Goal
Distinct close-range roles: decisive pump shots, sustained automatic pressure, fire and stun control, and two M90A profiles.

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.

M90A Shotgun

m90-medium-large-final.png


Why the change?
Medium penetration trades raw flesh damage for access to armored target parts. Dense pellets reward closing the distance; strong drag, a broad pattern and six shells keep positioning and reload choices important. Finish the fight at arm’s reach.

m90-light-large-final.png


Why the change?
M90A brings Halo’s decisive close-range shotgun feel into Helldivers. Dense damage rewards closing the gap, while drag 10 and a wider pattern sharply reduce reach. Punisher and Double Freedom retain more range flexibility. Medium trades raw flesh damage for penetration; light trades penetration for stronger durable hits. Six shells demand deliberate positioning and reload choices. Super Earth approves of finishing the fight—preferably within arm’s reach.

9.5 selectable profiles

SettingMedium — defaultLight — optional
PenetrationAP3AP2
Pellets1515
Normal / durable per pellet55 / 3374 / 63
Durable ratio60%≈85.1%
Normal / durable per shell825 / 4951,110 / 945
Spread: horizontal / vertical200 / 160 mrad200 / 160 mrad
Drag1010
Mass / calibre / speed6 g / 8 mm / 385 m/s6 g / 8 mm / 385 m/s
Rate / capacity80 RPM / 6 shells80 RPM / 6 shells
Full reload (target)3.93 → 3.63 s3.93 → 3.63 s

The light option trades AP3/3/2/1 for AP2/2/2/1 and increases damage from 55/33 to 74/63 per pellet. Both profiles use 15 pellets, 200/160 spread, drag 10, 80 RPM, 6 shells and 42 reserve shells. Tables use integer-rounded 74/63 for light. For the GRASS 3.93 → 3.63 s full-reload target, 9.5 shortens the native reload ability by 7.63% (2.1667 → 2.0013 s). The complete animation target remains an estimate; repeated shell stages may differ.

Full breakpoint comparison — 10 m

Target partVanillaPrevious mod9.5 medium9.5 light
Hunter body (high difficulty)1 shell / 4 hits1 shell / 3 hits1 shell / 6 hits1 shell / 5 hits
Brood Commander head1 shell / 10 hits1 shell / 7 hits1 shell / 10 hits1 shell / 10 hits
Alpha Commander head2 shells / 14 hits1 shell / 10 hits1 shell / 13 hits1 shell / 12 hits
Hive Guard headBlocked1 shell / 10 hits2 shells / 16 hitsBlocked
Hulk rear vent3 shells / 29 hits2 shells / 30 hits3 shells / 43 hits2 shells / 26 hits
Standard Charger abdomen4 shells / 37 hits3 shells / 42 hits4 shells / 50 hits2 shells / 28 hits
Spore Charger abdomen5 shells / 50 hits5 shells / 68 hits4 shells / 56 hits2 shells / 29 hits
Nursing Spewer abdomen4 shells / 40 hits4 shells / 54 hits3 shells / 45 hits2 shells / 23 hits
Bile Spewer abdomen4 shells / 40 hits4 shells / 54 hits3 shells / 45 hits2 shells / 23 hits
Devastator chestBlocked1 shell / 15 hits2 shells / 27 hitsBlocked
Tank rear heatsinkBlocked6 shells / 84 hits5 shells / 69 hitsBlocked
Gunship front thrusterBlocked3 shells / 31 hits3 shells / 34 hitsBlocked
Gunship rear thrusterBlocked2 shells / 27 hits3 shells / 34 hitsBlocked
Hulk eyeBlockedBlockedBlockedBlocked
Charger armored headBlockedBlockedBlockedBlocked
Bile Titan headBlockedBlockedBlockedBlocked

Alpha Commander head by distance

RangeVanilla9.5 medium9.5 lightDamage retained, 9.5
0 m2 shells / 14 hits1 shell / 7 hits1 shell / 6 hits100.0%
3.5 m2 shells / 14 hits1 shell / 9 hits1 shell / 8 hits77.8%
5 m2 shells / 14 hits1 shell / 10 hits1 shell / 9 hits70.4%
7 m2 shells / 14 hits1 shell / 11 hits1 shell / 10 hits62.1%
10 m2 shells / 14 hits1 shell / 13 hits1 shell / 12 hits52.4%
15 m2 shells / 14 hits2 shells / 16 hits1 shell / 15 hits41.6%
25 m2 shells / 14 hits2 shells / 21 hits2 shells / 20 hits31.1%

The range table assumes every required pellet finds the head. Spread makes distant results less reliable: at 15 m medium needs more than 15 hits; light can theoretically reach the threshold if all 15 connect. These are calculated part thresholds, not measured kill probabilities.

Profile selection and retained handling

Enable M90A Shotgun for medium. Optional light takes precedence when both are enabled, including Select All; disable light to use medium. Profiles do not stack. Restart after changing the selection.

Retained handling and ammunition: ergonomics 70, sway 0.5, six loaded shells, 42 maximum spares, 24 starting spares, 44 per supply and 22 per ammo box. Both profiles share the 7.63% native reload-ability reduction; full animation-inclusive timing has not been measured.

Balance credit: Arsenal Accord shotgun design, retaining existing GRASS-derived settings where applicable. Current HD2Runtime supports these packaged changes. Breakpoints are calculations under the stated model, not live gameplay measurements.

DBS-2 Double Freedom

dbs_2_double_freedom-large-final.png


Why the change?
Double Freedom rewards committing two barrels at close range while keeping useful reach. The 66/40 pellet trades a little ordinary damage for durable flesh damage: Alpha heads retain their one-shell threshold, while vents and abdomens need fewer connecting pellets. Two shots still make every miss expensive. For citizens who prefer their arguments brief and delivered twice.

9.5 retains 150/120 spread and the 6 g / 8 mm / 385 m/s / drag 0.5 flight profile. Extreme-angle AP1, 66 rounds per supply pickup and 74 spare rounds remain.

Full breakpoint comparison — 10 m

Target partVanilla9.5
Hunter body (high difficulty)1 shell / 3 hits1 shell / 3 hits
Brood Commander head1 shell / 5 hits1 shell / 5 hits
Alpha Commander head1 shell / 6 hits1 shell / 6 hits
Hive Guard head1 shell / 7 hits1 shell / 8 hits
Hulk rear vent2 shells / 20 hits2 shells / 19 hits
Standard Charger abdomen2 shells / 24 hits2 shells / 23 hits
Spore Charger abdomen3 shells / 29 hits3 shells / 25 hits
Nursing Spewer abdomen2 shells / 23 hits2 shells / 20 hits
Bile Spewer abdomen2 shells / 23 hits2 shells / 20 hits
Devastator chest1 shell / 12 hits1 shell / 12 hits
Tank rear heatsink3 shells / 36 hits3 shells / 30 hits
Gunship front thruster2 shells / 16 hits2 shells / 15 hits
Gunship rear thruster2 shells / 16 hits2 shells / 15 hits
Hulk eyeBlockedBlocked
Charger armored headBlockedBlocked
Bile Titan headBlockedBlocked

Useful changes: Alpha head remains 1 shell and Hulk vent remains 2. The Hulk requires 20 → 19 connecting pellets, standard Charger abdomen 24 → 23, and either Spewer abdomen 23 → 20. Hive Guard head becomes slightly less forgiving, needing 7 → 8 pellets. Improved hit margin is valuable even when the whole-shell count does not change.

Existing mod versus 9.5

Target partExisting mod: 70/189.5: 66/40
Alpha Commander head1 shell / 8 hits1 shell / 6 hits
Hulk rear vent3 shells / 25 hits2 shells / 19 hits
Standard Charger abdomen3 shells / 36 hits2 shells / 23 hits
Spore Charger abdomen5 shells / 56 hits3 shells / 25 hits
Nursing Spewer abdomen4 shells / 45 hits2 shells / 20 hits

Balance credit: Arsenal Accord shotgun design, retaining existing GRASS-derived settings where applicable. Current HD2Runtime supports these packaged changes. Breakpoints are calculations under the stated model, not live gameplay measurements.

LAS-13 Trident

las_13_trident-large-final.png


Why the change?
Trident keeps the feel of a broad energy shotgun while trading some snap-to-target handling for a steadier sight picture. The final penetration band becomes less brittle without changing its normal penetration class. Sweep deliberately; let the beam pattern do the work.

Armor penetration at extreme angle: 0 → 1

Ergonomics: 65 → 50

Sway multiplier: 1 → 0.9

SG-20 Halt

sg_20_halt-large-final.png


Why the change?
Halt should offer a real choice between stopping a threat and finishing it. Faster cycling, stronger stun application and better supply recovery support switching roles, while increased drag keeps its pellets focused on closer fights. Crowd control is most useful when the follow-up shot is ready.

Armor penetration at extreme angle: 0 → 1

Fire rate in RPM: 80 → 100

Projectile drag: 0.30000001192092896 → 0.5

Rounds per supply pickup: 60 → 84

Spare rounds: 60 → 64

Standard damage: 35 → 38

Alternate

Alternate attack status strength: 1 → 3

SG-225 Breaker

sg_225_breaker-large-final.png


Why the change?
Breaker remains the aggressive close-range automatic shotgun. More durable damage and stagger make committed bursts count against tougher flesh; larger reserves and better resupply keep that pressure sustainable. A drum should buy breathing room, not an immediate ammunition crisis.

Armor penetration at extreme angle: 0 → 1

Durable damage: 6 → 9

Stagger force: 15 → 20

Drum Magazine

Attachment ergonomics modifier: -15 → -10

Magazines per supply pickup: 4 → 6

Spare magazines: 4 → 5

Extended Magazine

Magazines per supply pickup: 7 → 10

Spare magazines: 7 → 9

Short Magazine

Magazines per supply pickup: 11 → 13

Spare magazines: 11 → 12

SG-225IE Breaker Incendiary

sg_225ie_breaker_incendiary-large-final.png


Why the change?
The incendiary Breaker shifts toward spreading fire across a group. More pellets and stronger fire application support that job, while less direct durable damage and a slower cycle distinguish it from a raw-damage shotgun. Paint the advance with fire, then let the burning work.

Armor penetration at extreme angle: 0 → 1

Durable damage: 10 → 3

Fire rate in RPM: 300 → 250

Firing mode list: Burst / Single → Burst / Single / Automatic

Pellets per shot: 12 → 20

Primary status strength: 0.6000000238418579 → 1

Projectile drag: 80% → 50%

Standard damage: 20 → 12

Drum Magazine

Attachment ergonomics modifier: -15 → -10

Magazines per supply pickup: 4 → 6

Spare magazines: 4 → 5

Extended Magazine

Magazines per supply pickup: 7 → 10

Spare magazines: 7 → 9

Short Magazine

Magazines per supply pickup: 11 → 13

Spare magazines: 11 → 12

SG-225SP Breaker Spray&Pray

spray-pray-swarm-95-v3-author-reason-large-final.png


Why the change?
Spray & Pray was designed to be a birdshot weapon: a dense cloud of tiny pellets, with each pellet doing little damage and barely penetrating. Its identity comes from that specialization. It blankets soft swarms with many small hits, while armored targets demand a different tool.

9.5 specification: 75 pellets at 8 standard / 2 durable damage each, AP1, drag 3.4, base spread 800/800 and a 40-shell drum. Fire rate is 330 RPM; confusion is removed. Short and extended magazines hold 30 and 50 shells, with the reserve and supply values shown below.

Full breakpoint comparison — 10 m

Target partVanilla9.5
Hunter body (high difficulty)1 shell / 12 hits1 shell / 27 hits
Brood Commander head3 shells / 40 hitsBlocked
Alpha Commander head4 shells / 63 hitsBlocked
Hive Guard headBlockedBlocked
Hulk rear vent8 shells / 113 hits6 shells / 450 hits
Standard Charger abdomen10 shells / 159 hits7 shells / 475 hits
Spore Charger abdomen20 shells / 317 hits13 shells / 950 hits
Nursing Spewer abdomen16 shells / 250 hits10 shells / 750 hits
Bile Spewer abdomen16 shells / 250 hits10 shells / 750 hits
Devastator chestBlockedBlocked
Tank rear heatsinkBlockedBlocked
Gunship front thrusterBlockedBlocked
Gunship rear thrusterBlockedBlocked
Hulk eyeBlockedBlocked
Charger armored headBlockedBlocked
Bile Titan headBlockedBlocked

The armor limit is absolute for intact light-armored parts: AP1 cannot damage a Commander’s armored head or main body. It can cripple vulnerable legs, but cannot kill a healthy Commander by itself. The remaining leg damage is not a complete route to lethal main-health damage.

At 10 m, a 160-HP Hunter body needs 12/16 vanilla pellets or 27/75 9.5 pellets. The wider 9.5 pattern means this is a coverage opportunity, not a guaranteed accuracy improvement. The theoretical Hulk-vent and abdomen counts above require hundreds of concentrated hits and should not be read as practical long-range performance.

Falloff and weak-pellet rounding

RangeDamage retainedDamage/pellet: 0% durableDamage/pellet: 100% durableHunter body hits
0 m100.0%8220
5 m89.9%7123
10 m81.2%6127
15 m73.7%5132
25 m61.5%4140

Earlier low-damage, 100-pellet experiments lost too much effectiveness to falloff and rounding. The release retains 8/2 per pellet and limits rate and reach. Coverage, reload downtime and magazine endurance remain practical factors that an ideal all-pellet calculation cannot measure.

Retained handling: sway 0.9; horizontal recoil climb/drift 20/20; vertical climb/drift 35/20. Drum: 40 capacity, 6 spare magazines, 5 starting, 6 supply, 3 ammo box. Short: 30 capacity, 18 spare, 12 starting, 18 supply, 9 ammo box. Extended: 50 capacity, 11 spare, 8 starting, 11 supply, 5 ammo box.

Balance credit: Arsenal Accord shotgun design, retaining existing GRASS-derived settings where applicable. Current HD2Runtime supports these packaged changes. Breakpoints are calculations under the stated model, not live gameplay measurements.

SG-451 Cookout

sg_451_cookout-large-final.png


Why the change?
Cookout should turn deliberate pump shots into dependable fire control. Stronger ignition, a modest durable increase and better ammunition recovery support repeated crowd management without replacing the damage-focused shotguns. Serve every approaching wave thoroughly cooked.

Armor penetration at extreme angle: 0 → 1

Durable damage: 3 → 4

Primary status strength: 0.6000000238418579 → 1

Projectile drag: 80% → 50%

Rounds per supply pickup: 60 → 76

Spare rounds: 60 → 64

SG-8 Punisher

sg_8_punisher-large-final.png


Why the change?
Punisher remains the forgiving pump shotgun. Ordinary damage and reach stay familiar, while stronger durable pellets reward closing on an exposed abdomen or rear vent. AP2 preserves the need to aim around armor. Compared with M90A, it trades the fiercest point-blank burst for reach, capacity and steady follow-up shots. Nine signatures on one eviction notice.

Full breakpoint comparison — 10 m

Target partExisting mod9.5
Hunter body (high difficulty)1 shell / 4 hits1 shell / 4 hits
Brood Commander head2 shells / 12 hits1 shell / 8 hits
Alpha Commander head2 shells / 17 hits2 shells / 10 hits
Hive Guard headBlockedBlocked
Hulk rear vent4 shells / 34 hits3 shells / 22 hits
Standard Charger abdomen6 shells / 46 hits3 shells / 25 hits
Spore Charger abdomen8 shells / 68 hits3 shells / 27 hits
Nursing Spewer abdomen6 shells / 54 hits3 shells / 21 hits
Bile Spewer abdomen6 shells / 54 hits3 shells / 21 hits
Devastator chestBlockedBlocked
Tank rear heatsinkBlockedBlocked
Gunship front thrusterBlockedBlocked
Gunship rear thrusterBlockedBlocked
Hulk eyeBlockedBlocked
Charger armored headBlockedBlocked
Bile Titan headBlockedBlocked

The key improvements are Spewer abdomen 6 → 3 shells, standard Charger abdomen 6 → 3, and Hulk vent 4 → 3. Alpha head still needs 2 shells, but the required total connecting pellets falls from 17 to 10. At 10 m, five old shells into the standard Charger abdomen total 945 damage, just short of its 950 HP; that is why the rounded table shows 6.

9.5 loadout: 9 × 50/38, AP2, 100 RPM, 16 shells; spread 150/120; retained 6 g / 8 mm / 385 m/s / drag 0.5. Extreme-angle AP1, 84 rounds per supply and 64 spares remain. Muzzle totals: 450/342 before armor, range and misses.

Balance credit: Arsenal Accord shotgun design, retaining existing GRASS-derived settings where applicable. Current HD2Runtime supports these packaged changes. Breakpoints are calculations under the stated model, not live gameplay measurements.

SG-8P Punisher Plasma

sg_8p_punisher_plasma-large-final.png


Why the change?
One additional spare magazine gives the plasma shotgun more room to perform its existing crowd-control role between resupplies. This is a small endurance adjustment; its projectile and blast identity stay intact.

Spare magazines: 8 → 9

SG-8S Slugger

sg_8s_slugger-large-final.png


Why the change?
Slugger concentrates the shotgun’s durable-target reward into one aimed projectile. Its 330/281 AP3 slug punishes exposed vents, abdomens and thrusters without gaining access to intact heavy armor. An 80 RPM cadence keeps shot selection meaningful; a faster, lighter slug distinguishes its flight from buckshot. One round. One carefully selected structural disagreement.

Baseline: existing mod 330/83 at AP3 and 100 RPM, with 50 g, 18 mm, 390 m/s and drag 1. The normal damage is unchanged; the durable damage and flight profile change, and RPM returns to 80.

Full breakpoint comparison — 10 m

Target partExisting mod9.5
Hunter body (high difficulty)1 shot1 shot
Brood Commander head2 shots1 shot
Alpha Commander head2 shots1 shot
Hive Guard head2 shots2 shots
Hulk rear vent6 shots4 shots
Standard Charger abdomen8 shots4 shots
Spore Charger abdomen13 shots4 shots
Nursing Spewer abdomen10 shots3 shots
Bile Spewer abdomen10 shots3 shots
Devastator chest3 shots3 shots
Tank rear heatsink15 shots5 shots
Gunship front thruster6 shots3 shots
Gunship rear thruster5 shots3 shots
Hulk eyeBlockedBlocked
Charger armored headBlockedBlocked
Bile Titan headBlockedBlocked

Slugger versus the current mod’s Deadeye

Deadeye reference: 300/100, direct-impact AP4, 125 RPM and 8 rounds. The table gives shots and the firing interval from first impact to last required shot. Zero seconds means a one-hit result; it does not mean zero aiming or travel time. Entries exceeding capacity need a reload, which is not included.

Target part9.5 Slugger: shots / intervalDeadeye: shots / interval
Hunter body (high difficulty)1 / 0.00 s1 / 0.00 s
Brood Commander head1 / 0.00 s2 / 0.48 s
Alpha Commander head1 / 0.00 s2 / 0.48 s
Hive Guard head2 / 0.75 s2 / 0.48 s
Hulk rear vent4 / 2.25 s6 / 2.40 s
Standard Charger abdomen4 / 2.25 s7 / 2.88 s
Spore Charger abdomen4 / 2.25 s10 / 4.32 s + reload
Nursing Spewer abdomen3 / 1.50 s8 / 3.36 s
Bile Spewer abdomen3 / 1.50 s8 / 3.36 s
Devastator chest3 / 1.50 s2 / 0.48 s
Tank rear heatsink5 / 3.00 s8 / 3.36 s
Gunship front thruster3 / 1.50 s4 / 1.44 s
Gunship rear thruster3 / 1.50 s3 / 0.96 s
Hulk eyeBlocked2 / 0.48 s
Charger armored headBlocked13 / 5.76 s + reload
Bile Titan headBlocked22 / 10.08 s + reload

Armor boundary: AP3 cannot damage an intact Bile Titan head, Hulk eye or armored Charger head. Durable damage improves suitable exposed parts; it does not substitute for penetration.

The slower cadence preserves a different role from Deadeye. Against the modeled Devastator chest, the previous Slugger needs three hits over 1.2 seconds; 9.5 needs three over 1.5 seconds; Deadeye needs two over 0.48 seconds. Matching this one case through fire rate would accelerate every durable-part kill too.

Retained changes: extreme-angle AP1, demolition 20, 84 rounds per supply pickup and 64 spares. New projectile: 28.35 g, 18 mm, 488 m/s, drag 1.07 and gravity 1.

Balance credit: Arsenal Accord shotgun design, retaining existing GRASS-derived settings where applicable. Current HD2Runtime supports these packaged changes. Breakpoints are calculations under the stated model, not live gameplay measurements.

SG-97 Sweeper

sg_97_sweeper-large-final.png


Why the change?
Sweeper bridges the careful pump shotgun and the automatic crowd clearer. Medium penetration and rapid follow-up shots reward staying on a priority target; higher durable damage makes its seven-shell magazine useful against exposed heavy flesh. Its improved abdomen and vent thresholds do not turn each pellet into a heavy-armor solution. Sweep the breach. Leave the paperwork to Recovery.

The intended gains remain Alpha head 2 → 1 shell, Hulk vent 4 → 3, standard Charger abdomen 5 → 4 and Spewer abdomen 7 → 3. These were accepted as useful identity changes. A one-shell Hive Guard head result requires all 12 pellets.

Calculation correction and ballistic assumption

Ballistic basis: 12 mm, 10 g, 385 m/s and retained mod drag 0.5 versus vanilla 0.3. The modeled Alpha-head break requires ten connecting pellets. Retained changes: ergonomics 55, extreme-angle AP1 and 77 rounds per supply pickup.

Full breakpoint comparison — 10 m

Target partVanilla: drag 0.39.5: drag 0.5
Hunter body (high difficulty)1 shell / 4 hits1 shell / 5 hits
Brood Commander head1 shell / 10 hits1 shell / 8 hits
Alpha Commander head2 shells / 14 hits1 shell / 10 hits
Hive Guard head2 shells / 14 hits1 shell / 12 hits
Hulk rear vent4 shells / 41 hits3 shells / 33 hits
Standard Charger abdomen5 shells / 60 hits4 shells / 38 hits
Spore Charger abdomen8 shells / 95 hits4 shells / 44 hits
Nursing Spewer abdomen7 shells / 75 hits3 shells / 35 hits
Bile Spewer abdomen7 shells / 75 hits3 shells / 35 hits
Devastator chest2 shells / 22 hits2 shells / 21 hits
Tank rear heatsink11 shells / 125 hits5 shells / 54 hits
Gunship front thruster4 shells / 45 hits3 shells / 25 hits
Gunship rear thruster4 shells / 40 hits3 shells / 25 hits
Hulk eyeBlockedBlocked
Charger armored headBlockedBlocked
Bile Titan headBlockedBlocked

Drag sensitivity to verify in game

Target part9.5 damage, drag 0.39.5 damage, drag 0.5
Alpha Commander head1 shells / 10 hits1 shells / 10 hits
Hulk rear vent3 shells / 32 hits3 shells / 33 hits
Standard Charger abdomen4 shells / 37 hits4 shells / 38 hits
Nursing Spewer abdomen3 shells / 33 hits3 shells / 35 hits
Tank rear heatsink5 shells / 50 hits5 shells / 54 hits
Gunship rear thruster2 shells / 24 hits3 shells / 25 hits

The corrected vanilla tank-heatsink calculation is 11 shells, falling to 5 in 9.5. The earlier 8 mm assumption gave 9. This is a model correction, not another balance change.

Balance credit: Arsenal Accord shotgun design, retaining existing GRASS-derived settings where applicable. Current HD2Runtime supports these packaged changes. Breakpoints are calculations under the stated model, not live gameplay measurements.

SG-22 Bushwhacker

sg_22_bushwhacker-large-final.png


Why the change?
A last-ditch shotgun sidearm should make its limited shots matter. Stronger pellets and durable damage improve the payoff for letting a threat get close, with supply recovery supporting repeat emergencies. Three barrels are a contingency plan, not a primary weapon.

Armor penetration at extreme angle: 0 → 1

Durable damage: 12 → 15

Rounds per supply pickup: 30 → 32

Standard damage: 45 → 50

SG-88 Break-Action Shotgun

Why the change?
This is only the existing physical-projectile penetration-floor change. It keeps the recovered field shotgun's two-shot identity while giving its final angle band a nonzero value.

Feed Primary

Armor penetration at extreme angle: 0 → 1

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.
3.5 MB
Log in or sign up to download
Uploaded by
mfrost96
Downloads
44
Comments
1
Views
429
First release
Last update
Platform
PC 
Version
9.5
Total Size
3.5 MB
Rating
0.00 star(s) 0 ratings

Uploaded by

  • 44
  • 429

Ratings

0.00 star(s) 0 ratings

Tags

There are no tags available.

More mods from mfrost96

  • PC Arsenal Accord - Community Patch Specialist Primary Weapons

  • PC Arsenal Accord - Community Patch Marksman Rifles

  • PC Arsenal Accord - Community Patch SMGs

  • PC Arsenal Accord - Community Patch Assault Rifles

  • PC Arsenal Accord - Community Patch Minefields

There are no comments to display.