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Anti Materiel Rifle "Rebalance" 2.0.0

A Mod for Helldivers 2
Anti Materiel Rifle "Rebalance" akl_mod_preview_image
NOTICE: This mod was originally intended to be radically different - functionally turning the AMR into an Anti-Tank rifle. That has since been amended and replaced with this version of the mod, as I felt many things were overtuned, and needed to be adjusted back. I would reupload this mod with those stated changes, but I currently cannot remove this mod. So, this is how things will be for now.
I may go back to this idea by changing the Auto Cannon into such a weapon (anti-tank rifle - as it does seem more fitting), down the line, if people want it.


This mod is focused around making the AMR slightly better, around longer ranges, where it seems to struggle a bit, despite being a long-range capable rifle.

CHANGES
CHANGE FORMAT: (BASE > MOD)
PROJECTILE

Drag (0.3 > 0.15)
Velocity (880 > 1150)

DAMAGE
Standard Damage (450 > 650)
Durable Damage (225 > 325)

WEAPON
Third Person Reticle (False > True) (enables third person crosshair)
Ergonomics (35 > 45)

Dependencies:
Bingus Shared Loader (Ver 18 or higher)
HD2Runtime (Ver 27.0 or higher)
5.5 KB
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Uploaded by
the evil tank man
Downloads
463
Comments
23
Views
3,037
First release
Last update
Platform
PC 
Version
2.0.0
Total Size
5.5 KB
Rating
5.00 star(s) 1 ratings

Uploaded by

  • 463
  • 3,037

Ratings

5.00 star(s) 1 ratings

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coolmen43022

Members
Members
Sep 19, 2026
85
23
Why the fuck would you nerf the fire rate on a semi-automatic anti-material rifle? I get that you were trying to make it better, but now it's basically just a worse railgun.
 

the evil tank man

Members
Members
Sep 24, 2026
7
2
Why the fuck would you nerf the fire rate on a semi-automatic anti-material rifle? I get that you were trying to make it better, but now it's basically just a worse railgun.
Not necessarily - you have nearly the damage output of a fully charge railgun shot on demand without the risk of blowing yourself up. The fire rate isn't as terrible as it seems. I might raise it later (maybe doubling it - I had it around 80 when I was testing it earlier), but consider this: NONE of the weapons in the actual main game loadout can dish out that much damage that fast. It's still faster than some of the alternatives (such as the autocannon) - but I needed SOME WAY to ensure it couldn't just outright vaporize a factory strider that looked at you funny.

Alongside that, if you pair it with the supply pack, you still get all your magazines returned to you. It won't eat up two supply packs like the railgun would.

...

Although, I'll admit - some of these changes might be a bit silly.
This is what I get for fighting with trying to make the SDK work for three hours straight..
...

If you have any recommendations, I'll see what I can do.

EDIT:
I'll be buffing both the firerate and the ammo count to be better than the railgun (I didn't check its stats before - didn't realize how fucking similar it was. That's on me.)
 
Last edited:

throwaway21

Members
Members
Sep 19, 2026
4
1
Why the fuck would you nerf the fire rate on a semi-automatic anti-material rifle? I get that you were trying to make it better, but now it's basically just a worse railgun.
I would take a Tankgewehr over a standard AMR any day, those things are a bitch to reload and I personally love the trade-off
 

coolmen43022

Members
Members
Sep 19, 2026
85
23
Not necessarily - you have nearly the damage output of a fully charge railgun shot on demand without the risk of blowing yourself up. The fire rate isn't as terrible as it seems. I might raise it later (maybe doubling it - I had it around 80 when I was testing it earlier), but consider this: NONE of the weapons in the actual main game loadout can dish out that much damage that fast. It's still faster than some of the alternatives (such as the autocannon) - but I needed SOME WAY to ensure it couldn't just outright vaporize a factory strider that looked at you funny.

Alongside that, if you pair it with the supply pack, you still get all your magazines returned to you. It won't eat up two supply packs like the railgun would.

...

Although, I'll admit - some of these changes might be a bit silly.
This is what I get for fighting with trying to make the SDK work for three hours straight..
...

If you have any recommendations, I'll see what I can do.

EDIT:
I'll be buffing both the firerate and the ammo count to be better than the railgun (I didn't check its stats before - didn't realize how fucking similar it was. That's on me.)
Then simply reduce the damage, why lower the fire rate? Anti tank rifles like the one in this game aren't fuckin single shot rifles, 40 rpm is LOWER THAN THE CONSTITUTION!!!

Besides, we already have slower to use anti-tank weapons, the eats or the fuckin recoiless, you can delete a factory strider with one well placed recoilless rifle round but we can't have a fast firing amr? What the hell.
 

coolmen43022

Members
Members
Sep 19, 2026
85
23
What an absurd tradeoff, But if you're going for an idea of a single shot amr this seems fine.

I'm guessing that was the intent?
 

the evil tank man

Members
Members
Sep 24, 2026
7
2
Then simply reduce the damage, why lower the fire rate? Anti tank rifles like the one in this game aren't fuckin single shot rifles, 40 rpm is LOWER THAN THE CONSTITUTION!!!
...

Okay. Let me clarify - the damage with the slower fire rate is the trade off you're making here. (And, I mean - if you REALLY just wanted the damage buffs - you don't need to add the WeaponChanges zip file.)
If I left it as 400 RPM (as the AMR is base game), you would be effectively able to dish out more damage than an EAT could in LESS THAN a fraction of a second. That's fucking insane, no matter how you put it! (It'd be about roughly 5000 damage fired out absurdly fast if the rate of fire was left the same).
I want to leave the damage as is - because, well, my idea is that it's supposed to hit like a goddamn semi truck. If I nerfed the damage and buffed the rate - eventually, we'd just end up with an AP5 AMR. The goal here is to, again, trade rate of fire (mainly sheer DPS) in exchange for prolonged damage and penetration. It gains base clear utility as well - again, you can kill a bot fab with a single magazine, and still have plenty more to spare for other targets.

And again.
That firepower is ON DEMAND! Factory strider underhead gun bothering you? Gone! (one shot!) Cannon turret bothering you? Gone! (takes the whole mag - maybe a bit more) It gains a LOT more utility by having AP5 (can clear bot fabs, bulk fabs, dismantle segments of super heavy automaton units pretty goddamn fast) - the trade off for that, again, is the slower fire rate and poorer ammo economy. If I had some other way to keep it in check without stealing the identity of some other weapon, I would've done that. (Because, remember - the Autocannon exists. If you want fast fire rate and good damage, that's what you would want to use instead. This preserves the long range utility and identity of the AMR without making other support weapons seem useless in comparison.)
 

coolmen43022

Members
Members
Sep 19, 2026
85
23
...

Okay. Let me clarify - the damage with the slower fire rate is the trade off you're making here. (And, I mean - if you REALLY just wanted the damage buffs - you don't need to add the WeaponChanges zip file.)
If I left it as 400 RPM (as the AMR is base game), you would be effectively able to dish out more damage than an EAT could in LESS THAN a fraction of a second. That's fucking insane, no matter how you put it! (It'd be about roughly 5000 damage fired out absurdly fast if the rate of fire was left the same).
I want to leave the damage as is - because, well, my idea is that it's supposed to hit like a goddamn semi truck. If I nerfed the damage and buffed the rate - eventually, we'd just end up with an AP5 AMR. The goal here is to, again, trade rate of fire (mainly sheer DPS) in exchange for prolonged damage and penetration. It gains base clear utility as well - again, you can kill a bot fab with a single magazine, and still have plenty more to spare for other targets.

And again.
That firepower is ON DEMAND! Factory strider underhead gun bothering you? Gone! (one shot!) Cannon turret bothering you? Gone! (takes the whole mag - maybe a bit more) It gains a LOT more utility by having AP5 (can clear bot fabs, bulk fabs, dismantle segments of super heavy automaton units pretty goddamn fast) - the trade off for that, again, is the slower fire rate and poorer ammo economy. If I had some other way to keep it in check without stealing the identity of some other weapon, I would've done that.
I hate to break it to you, but it's a 50-caliber high-explosive incendiary armor-piercing round fired from an anti-material rifle; in real life, you can spam that son of a bitch, and guess what: it's overpowered as fuck there. Why can't we have overpowered weapons? What's wrong with having something extremely strong? You could probably increase the mag size to 10 but lower the spare mag count to 3, or 2. That seems fair to me.

The anti-material rifle is perhaps the weapon that should be overpowered; same for the minigun- it's a fucking anti-material rifle!
 

coolmen43022

Members
Members
Sep 19, 2026
85
23
...

Okay. Let me clarify - the damage with the slower fire rate is the trade off you're making here. (And, I mean - if you REALLY just wanted the damage buffs - you don't need to add the WeaponChanges zip file.)
If I left it as 400 RPM (as the AMR is base game), you would be effectively able to dish out more damage than an EAT could in LESS THAN a fraction of a second. That's fucking insane, no matter how you put it! (It'd be about roughly 5000 damage fired out absurdly fast if the rate of fire was left the same).
I want to leave the damage as is - because, well, my idea is that it's supposed to hit like a goddamn semi truck. If I nerfed the damage and buffed the rate - eventually, we'd just end up with an AP5 AMR. The goal here is to, again, trade rate of fire (mainly sheer DPS) in exchange for prolonged damage and penetration. It gains base clear utility as well - again, you can kill a bot fab with a single magazine, and still have plenty more to spare for other targets.

And again.
That firepower is ON DEMAND! Factory strider underhead gun bothering you? Gone! (one shot!) Cannon turret bothering you? Gone! (takes the whole mag - maybe a bit more) It gains a LOT more utility by having AP5 (can clear bot fabs, bulk fabs, dismantle segments of super heavy automaton units pretty goddamn fast) - the trade off for that, again, is the slower fire rate and poorer ammo economy. If I had some other way to keep it in check without stealing the identity of some other weapon, I would've done that. (Because, remember - the Autocannon exists. If you want fast fire rate and good damage, that's what you would want to use instead. This preserves the long range utility and identity of the AMR without making other support weapons seem useless in comparison.)
You could increase the recoil SIGNIFICANTLY, make it so it practically throws you off target for each and every shot; that would make it balanced and realistic. You can't delete factory striders unless you're skillful enough to actually adjust to the recoil. This seems like a fine idea to me; how about you? Increase the recoil by maybe 4-5x and increase the fire rate back to 400.

How do you feel about this idea?

And increasing the detection radius of the gun so it is harder to sneakily kill stuff and not alert everyone!
 
Last edited: