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EXO-51 Lumberer Exosuit Ammo Increase V.1.1.0

A Mod for Helldivers 2
EXO-51 Lumberer Exosuit Ammo Increase akl_mod_preview_image
  • Screenshot 2026-09-27 232425.png
    Screenshot 2026-09-27 232425.png
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EXO-51 Lumberer Exosuit Ammo Increase​

Increases the ammunition capacity of the EXO-51 Lumberer Exosuit.

Changes​

  • Flamethrower: 500 → 1,000 (+100%)
  • Anti-Tank Cannon: 25 → 35 (+40%)
No damage, armor, or weapon behavior changes.

Purpose​

Increase Flamethrower ammunition for longer sustained close-range chaff clearing, while increasing Anti-Tank Cannon ammunition to give the Lumberer more flexibility against heavy enemies and distant targets without having to conserve every shot.

v1.1 fix: mods weren't applying for some players​

If you were on v1.0 and it did nothing, this should fixes it.
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Uploaded by
Ice258852
Downloads
609
Comments
9
Views
1,329
First release
Last update
Platform
PC 
Version
V.1.1.0
Total Size
9.2 KB
Rating
0.00 star(s) 0 ratings

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WKMS

Members
Members
Sep 17, 2026
3
2
isn't flamethrower bugged on it? could you look into it and make a fix?
 

Ice258852

Members
Members
Sep 20, 2026
21
7
isn't flamethrower bugged on it? could you look into it and make a fix?
Unfortunately, I don't know much about how the fire damage/logic works in Helldivers 2, so I wouldn't really know how to fix it. It may be related to the fire system itself rather than the Exosuit specifically.

Sorry, but I don't think I'm knowledgeable enough about the fire mechanics to make a proper fix for this.
 

WKMS

Members
Members
Sep 17, 2026
3
2
Unfortunately, I don't know much about how the fire damage/logic works in Helldivers 2, so I wouldn't really know how to fix it. It may be related to the fire system itself rather than the Exosuit specifically.

Sorry, but I don't think I'm knowledgeable enough about the fire mechanics to make a proper fix for this.
No worries, thanks for the reply
 

IsaacFreely

Members
Members
Sep 23, 2026
2
0
Unfortunately, I don't know much about how the fire damage/logic works in Helldivers 2, so I wouldn't really know how to fix it. It may be related to the fire system itself rather than the Exosuit specifically.

Sorry, but I don't think I'm knowledgeable enough about the fire mechanics to make a proper fix for this.
Knowing what the actual bug is might help. When AH extended the range of the flame turret, they did it by simply moving the origin point of the damage cone forward by 7m. This gave the flame turret, and Lumberer a 7m deadzone where you could see the flames, but they were "fake" the actual damage zone started 7m in front of the weapon.

Since you're rebalancing the mechs, I have a suggestion for the Lumberer. In HD1 the Lumberer and the Bastion had the same cannon, but the Lumberer had lower capacity, 15 shots vs the Bastion's 35. It would be cool to have an optional version of this mod that instead changes the weapons around, rather than just increasing ammo counts. Easy way to do this would be change the cannon to the Bastions cannon, give it 15 rounds, and change the flamethrower to the Cremator heavy flamer with the 500 fuel.
 

ElmerGlue61247

Members
Members
Sep 22, 2026
2
0
How exactly are these mods being made? I just want to increase the fuel of the flamer since it's so low.
 

Ice258852

Members
Members
Sep 20, 2026
21
7
How exactly are these mods being made? I just want to increase the fuel of the flamer since it's so low.
For me, I'm using Cline extension in the Visual Studio Code, Download the skill from MrChengl11 github, give that skill to the AI, download pilediver into your machine, find the weapon stats from HD2 wiki, give it to your AI, it will find matching numbers on that weapon to try and make changes. Noted that this won't work the first time around usually require multiple restarts to actually find the correct weapon ID.