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Health/Stim Rework 1

A Mod for Helldivers 2
Health/Stim Rework akl_mod_preview_image
By the Helldivers 2 Rebalanced Modpack Team (HDRM)

INSTALLATION:

Requirements
- A mod manager
- Bingus loader
- Health Rework
How-To-Activate
- Ensure you have all requirements downloaded
- Through your mod manager, check the priority order of which makes take higher priority than others
- Make the Bingus loader the highest priority
- The health rework second highest priority

How-to-Check
- You will have two stims instead of four, unless using a medic armor. Your chip damage will regenerate, and each stim will have a far longer duration for health regen, and an even longer duration for stamina regen

Common Malfunctions
- The mod will break with every new update, and must be updated by the team. This is a technical constraint of the current way HD2 modding works
- None others known by the team

THE PROBLEM:
Helldivers 2 is a game who's combat loop centers around surviving, managing, and pushing back against the chaos and unpredictability of a ruthless, grander-than-individuals battlefield unconcerned with any single soldier surviving, in a war that's a dramatic verisimilitude of reality.

Helldivers 2 is, in essence, a dramatic interactive war movie.
For this concept to work, it requires it to adhere to the rules of dramatics. Friction, tension, build-up, climax, twists, unpredictability.

Those rules have largely been violated in various. The largest violation of which is the centrality of a stim based health and survival system, where if you have no stims, you simply die.

THE THEORY:
To preserve the dramatic tension, a sense of the constant and consistent possibility of victory needs to be present. At no point should the player feel "I am dead, put down the control." Rather, there is, always, a counter-play, an action to be taken, and a chance of either winning the gunfight, or surviving it to reset and re-engage.

THE SOLUTION:
We have worked on as faithful a solution as possible. The addition of a regenerating health system, and an increase to the HP pool designed to counter "****," one shots and stim tax.

To implement the theory, we've developed the following.

You have 2 stims that have been boosted to give high stamina regeneration, or high hp regeneration for a longer time than vanilla. They are your fight/flight power up.

You have a 3 HP per second regeneration, to allow you a consistent, but rapid ability to stay in the fight and survive even if on one HP and back into the fight.

At no point in a fight is the fight a losing one, and even when it is, it is critical that you do not feel it is a losing fight, to maintain the dramatic tension and sense of unpredictability the game requires for its roleplay.

The health regeneration adds sustain allowing counter-play against chip damage. While the boosted stims give burst healing for risky plays or surviving otherwise impossible situation as a "get out of jail," free card.

To add to the difficulty and further reinforce teamwork, we've decreased reinforcements on higher difficulties. Tightening the consequences for deaths at higher difficulties and wasting reinforcements.

Stay together, fight together, or die alone.

DISCLAIMER:
We are proud of the work we've done, and of the contributors who worked on it.

Special credit to the Custom Galactic War team. Extra special credit to Ironsights who's work towards the HD Script Extender was a key inspiration for pushing this out.

This is an early release, balanced for the vanilla game.

We will attempt to update it when possible, as much as possible.

CONCLUDING REMARKS
With love and affection towards the Helldivers community, from the HDRM team.




main health 125 - 160hp
regen per sec 0 - 3
max stims 4 - 2
refill stims 2 - 1
stim heal duration 4 - 8
stim stam duration 4 - 20
headshot damage 1.5 - 1
arm left health 35 - 91
arm right health 35 - 91
body health 60 - 155
leg left health 45 - 117
leg right health 45 - 117
impossible reinforcements 5 - 4
helldive reinforcements 5 - 3
super helldive reinforcements 5 - 2
10.3 KB
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Uploaded by
ponyomaz
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Version
1
Total Size
10.3 KB
Rating
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clover886

Members
Members
Sep 21, 2026
8
4
this mod is absolutely amazing
is there any chance that you could make a version that keeps the health regen as it is in this one
but you get 6 stims that ONLY replenish your stamina for 10 sec and dont heal you
that would be absolutely perfect
 

ridethewavez

Members
Members
Sep 20, 2026
1
0
i just played a couple fo rounds with this and i cannot stress this enough....this makes the game feel *SOOO* much better, its actually insane. looks like you put alot of thought and consideration into coming up with the system and I really appreciate that. i suppose my only criticism if you even want to call it that is perhaps the health regen needs a little dialing back but either way i look forward to seeing how this mod evolves
 

OhnDOY

Modder
Modder
Members
May 24, 2026
123
81
I don't know if it's possible... but perhaps we can make this mod be modular to allow for players to select what features they want. Something like:
- Health + Limb health/damage change.
- Regen on or off.
- Stim change.
- Reinforcement change.
I personally would just like the health and limb health/damage change so that RNG headshot deaths happen less; all other options are nice to have... but should probably be left to the player's choice for the game they host instead. I know some masochists would love just the reinforcement change enabled, nothing else, to condone "extremely close-knit teamwork hyperlethal" kill or avoid every patrol they come across under less than 3 seconds with explosives or something.
Thinking Rio GIF
 

ponyomaz

Members
Members
Sep 27, 2026
4
4
I don't know if it's possible... but perhaps we can make this mod be modular to allow for players to select what features they want. Something like:
- Health + Limb health/damage change.
- Regen on or off.
- Stim change.
- Reinforcement change.
I personally would just like the health and limb health/damage change so that RNG headshot deaths happen less; all other options are nice to have... but should probably be left to the player's choice for the game they host instead. I know some masochists would love just the reinforcement change enabled, nothing else, to condone "extremely close-knit teamwork hyperlethal" kill or avoid every patrol they come across under less than 3 seconds with explosives or something.
Thinking Rio GIF
ill see about this later
 

JoeMamma

Members
Members
Sep 25, 2026
1
0
Any possible variant of 0.5HP/sec or something very miniscule? Even the slightest HP regen is a very noticeable difference compared to nothing. Base mod seems like Call of Duty levels of HP regen (not quite but you know what I mean)
 

Ammo875

Members
Members
Sep 13, 2026
14
8
i personally like the 3 health per second. my friend thinks it's a little much. maybe you could do options from 1 to 3