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Enemy Overhaul 2.0

A Mod for Helldivers 2
Enemy Overhaul akl_mod_preview_image
This mod aims to make fighting against the 3 factions more enjoyable. It changes aspects like certain enemies' anatomical values, ragdoll force, spread, spawn rates, and more

The goal is to make gameplay more rewarding against both weak and annoying enemies (*cough* *cough* war striders) without trivializing difficulty. In particular, the mod addresses unintuitive weak spots and excessive enemy-caused ragdolls.



A detailed list of changes, along with the reasoning behind them, is below. This is a continuation of the Illuminate Faction Mini-Rebalance Mod, but its scope is broad enough that I feel it deserves its own mod page. The Illuminate rebalance mod is now deprecated.

Some players may find that this mod makes the gameplay mildly easier. You may deselect unwanted changes to tailor it to your preferences.


!!! NOTE that the game may stutter, freeze briefly, or sit on a black screen during startup and loading as a result of this mod loading all its components. They will go away after a minute or two.


Some examples:




(evil change)







Made with help from GPT-6 Astra
Requires Bingus Shared Loader v16 or newer



I am working on implementing changes that affect the gameplay on a greater scale. Thanks for your patience :)


CHANGES:
Illuminate
Crusher: Adjusts their helmet to compensate for how many crushers can spawn on Vote Snatcher missions. Also makes medium pen ballistics more useful as a niche
Helmet:​
  • AV4 (heavy) -> AV3 (medium)
  • EXDR: 30% -> 0%
  • HP: 300 -> 390
Wretch: Rewards headshots, which are hard to land with how much they move
Head:​
  • Head is now fatal
Elevated Overseer: Moderate touch to their gun spread to prevent laser-accurate drive-by shootings
Main gun:​
  • Spread: [125,125] -> [150,150]
Overseer: Adjusts its melee swing power while preserving the bodycam-off fantasy. Now pushes players much farther away and lowers the chances of an unfun stun-lock
Main weapon:​
  • Melee push force: 20 -> 50
  • 1790669325579.png
Harvester: Compensatory durability nerf considering how oppressive they can be and how frequently they spawn on certain seeds
Hip joints:​
  • AV3 (medium) -> AV2 (light)
  • EXDR: 100% -> now 40%
  • Durability: 70% -> 50%
Veracitor: Makes explosives useful against the Appropriator mechs, which otherwise shrug off explosive damage
Cockpit:​
  • EXDR: 100% -> 0%
Cockpit shield:​
  • EXDR: 100% -> 0%
Pilot:​
  • EXDR: 100% -> 0%
Gatekeeper: Makes explosives useful against the Appropriator mechs, which otherwise shrug off explosive damage
Cockpit:​
  • EXDR: 100% -> 0%
Shield:​
  • EXDR: 100% -> 0%
Pilot:​
  • EXDR: 100% -> 0%
Leviathan: Rewards precision AT fire and makes taking them down a worthwhile endeavour
Warp disk:​
1790567681545.png
  • Destroying the warp disk now kills the leviathan (fatal)
  • EXDR: 100% -> -100% (rewards players if they somehow manage to inflict explosive damage on the disk)
  • HP: 3000 -> 5500

Reinforcement Warp Ship: Aligns its explosive vulnerability to that of a grounded warp ship
Main:​
  • EXDR: 0% -> -100% (similar to grounded warpship and allows 1-shot from weapons like the ultimatum and c4)

Automatons
War Strider:
Adjusts the enemy spawn rate and stagger to align it more in line with its tank cousins. Makes them more dangerous to fight head-on, but reduces their ability to spawn in chaff numbers
Encounter rate:​
  • Halves the chance of war striders being chosen to spawn. Does not affect fixed placements.
  • 1790567871454.png
Main guns:​
  • Explosive stagger force: 15 -> 30 (will ragdoll players)
  • 1790567715534.png
All Tanks: Massive buffs to their vision and tracking, further marking them as an oppressive unit that must be taken down quickly in fights. Also reduces the chance of barragers being useless
  • Doubles the forward sight of all tank variants
  • Increases the side and rear sight of all tank variants by 50%
  • Tanks now track players for twice as long after losing sight
Shredder Tank: Gives its fusion cyclers a tighter spread to live up to its IFV / AA designation
Main gun:​
  • Spread: [150,100] -> [100,75]
Conflagration Devastator: Increases spread to lower the probability of cross-map 1-taps on players
Main gun:​
  • Spread: [150,150] -> [200,200]
Gunship: Mildly increases spread on their fusion repeaters, making them mildly less oppressive without feeling like playing into an aimbot
Main gun:​
  • Spread: [50,50] -> [75,75]
Automaton Rockets: Removes the ability to ragdoll Helldivers from splash damage. Direct impact will still ragdoll
  • Explosive stagger force: 30 -> 20
  • 1790567736019.png
Cyborg Radical and Agitator: Increases their threat level to solidify their trope as a blitz/commander unit
Movement speed:​
  • Raises movement speed across the board by 20%
Melee attacks:​
  • Fist punch's push force: 15 -> 25 (shared with all devastator and crescent overseer melees)
  • Kung-fu kick's push force: 25 -> 50 (they will punt you like a stray football)
  • 1790668754329.png
Factory Strider: Raises encounter rate so they have a higher chance of spawning
Encounter rate:​
  • Raises the chance of Factory Striders being chosen as a unit to spawn by 33%
Vox Engine: Tightens the macro culverin spread, making the superheavy unit much more dangerous to fight head-on. Also raises encounter rate for a taste of Cyberstan
Main guns:​
  • Spread: [160,160] -> [120,120]
Encounter rate:​
  • Raises the chance of Vox Engines being chosen as a unit to spawn by 33%

Terminids
Bile Spewer:
Lowers the armor rating of its head on higher difficulties so they feel less of a chore to fight
Head:​
  • AV3 (medium) -> AV2 (light)
Alpha Commander: Gets a less durable head to indirectly buff small ballistic weapons
Head:​
  • Durability: 70% -> 35%
Dragonroach: Mildly clips its wing durability to account for it being a bile titan that behaves like a mosquito
Four wings:​
  • HP: 1500 -> 1000
  • Durability: 100% -> 50%
Chargers: Adjusts their ass so giving them backshots becomes more viable. Still much harder to destroy the ass than Hulk vents
  • Regular's bum: 80% durable -> 40% durable
  • Behemoth's bum: 100% durable -> 50% durable
  • Spore's bum: 100% durable -> 50% durable
  • Rupture's bum: 80% durable -> 40% durable
Rupture Charger: The burrowing tank's head should not be tankier than that of a behemoth
Head:​
  • AV5 (tank 1) -> AV4 (heavy)
Hive Lord: Lowers the tankiness of their plates and flesh so players have a slightly better time taking down this colossus for that dopamine rush. The Hive Lord remains just as lethal
Armor plates and fins:​
  • AV5 (tank 1) -> AV4 (heavy)
Exposed flesh:​
  • Damage transfer to main: 100% -> 150%
  • EXDR: 100% -> 0%
Spore Burst Titan: Removes the ability for its vomit to ragdoll Helldivers from Narnia
Spit attack:​
  • Explosive stagger force: 25 -> 20 (no more ragdolling from splash)
  • 1790567747163.png
Spore Burst Clouds: Lowers the movement speed buff to chaff spore burst units to mildly incentivize fighting instead of rundiving
  • Movement speed bonus from gloom spores is reduced by 30%. The duration of the buff remains unchanged.
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SweetSwallow
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Platform
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Version
2.0
Total Size
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Rating
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More mods from SweetSwallow

  • PC Tanks Overhaul

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  • PC Illuminate Faction Mini-Rebalance (DEPRECATED)

  • PC GFL2 Asteria Replaces Diver Voice 3

Latest updates

  1. Major gameplay expansion and startup overhaul

    Adds a bunch of new enemy tweaks and improves mod startup behavior Short list of changes added...

K^5

⸜(。˃ ᵕ ˂ )⸝~~♡
Staff member
Moderator
Modder
Members
Apr 7, 2026
10
204
Cool stuff, finally something different than weapons XD
 

Serilia

Members
Members
Sep 16, 2026
2
9
You... just solved so much of my annoyances in this game, it's mind boggling lmao. There's also little to zero performance hit although the period of time when waiting for the scripts to kick in when you start up the game became longer and started stuttering a lot, but that's to be expected at this point. After around 5-6 mins of fps seizures, I was able to play smoothly without any problems, extremely good work!
:naisu:

If possible, I want to also suggest the option of having the illuminate warp ships (grounded & flying) be destructible at all sides provided you have the demo force to do so such as Recoilless, SPEAR, Quasar etc. I personally hate that I have to destroy the shield and line up the shot to the weak point just to destroy one ship which wastes a ton of time and ammo in an already chaotic and tanky faction.
 

BlackWolf

Members
Members
Sep 19, 2026
26
13
Great concept.

Dragonroach is still incredibly annoying to fight, greatly limiting the options against it, please add it to the list of "things to nerf".

Also i would like to see a small buff to the Automaton Tanks (annihilator, shredder)
 
Last edited:

SweetSwallow

Members
Members
Jul 16, 2026
25
15
Dragonroach is still incredibly annoying to fight, greatly limiting the options against it, please add it to the list of "things to nerf".

Also i would like to see a small buff to the Automaton Tanks (annihilator, shredder)
Will look at a mild nerf to the dragonroach and a buff to tanks (I'm thinking their hearing and vision if possible, perhaps on top of a spread buff)
 

SweetSwallow

Members
Members
Jul 16, 2026
25
15
You... just solved so much of my annoyances in this game, it's mind boggling lmao. There's also little to zero performance hit although the period of time when waiting for the scripts to kick in when you start up the game became longer and started stuttering a lot, but that's to be expected at this point. After around 5-6 mins of fps seizures, I was able to play smoothly without any problems, extremely good work!
:naisu:

If possible, I want to also suggest the option of having the illuminate warp ships (grounded & flying) be destructible at all sides provided you have the demo force to do so such as Recoilless, SPEAR, Quasar etc. I personally hate that I have to destroy the shield and line up the shot to the weak point just to destroy one ship which wastes a ton of time and ammo in an already chaotic and tanky faction.
Will look into it! Grounded ships will likely be possible, but flying ones may not have demo values. I'll check the game files
 

ThatFooBenny

Members
Members
Sep 26, 2026
4
0
Oooo wee finally some enemy mods. I personally have been begging arrowhead to change automaton eyes to be light pen weakpoints and just compensate them with high health cause it feels wack when everything is heavy pen and say you died and cant get your support weapon, having to rely on ultimatum or one tap grenades which feel p2w feels lame, i wanna be able to still have SOME chance and contribute to weakening it/killing it with my primary.. I mean, the eyes are tiny afterall so theyre skillshots too.


now i just gotta wait for somebody to make a booster balance mod to buff all the ones that arent the top 4 then i will be happiest gamer ever.
 

OhnDOY

Modder
Modder
Members
May 24, 2026
123
81
i tried troubleshooting this mod the entire day and i cant figure out why i cant go into game
Kei 케이 GIF