Gameplay Reforged is a customizable collection of gameplay and enemy balance changes for Helldivers 2. The mods rework various aspects of gameplay, big and small.
Larger reinforcements, shorter breaks between enemy and allied call-ins, mixed enemy lineups, broader SEAF support, and much more — Gameplay Reforged gives players SUPER™ freedom to customize the game experience to their enjoyment. These changes prioritize the fun factor through both buffs and nerfs across various aspects of gameplay. Choose the changes that suit you and your friends' playstyle!
What's included:
You may use either mod package individually or choose both. They do not depend on one another
Made with help from GPT-6 Astra
Requires Bingus Shared Loader v18 or newer
Installation and Game Updates:
When launching the game, the Enemy Balance and Behavior mod will load and cause the game to experience a longer black screen, intermittent stalls, brief freezes, and some stuttering. This should subside after 2 to 4 minutes in-game, once the mod has successfully finished the bulk of its reads and writes.
Enemy Balance and Behavior can be used in multiplayer and will apply its changes to enemies, regardless of whether you host or not.
Gameplay Systems is a more powerful mod and may cause stuttering and stalling to persist even on a mission loading screen. This is because it intercepts mission data. The stuttering and stalling SHOULD disappear if you successfully get into your first game, and is unlikely to happen again in the post-lobby
Gameplay Systems may produce one long freeze that makes the game look like it has frozen. This is just the mod committing to a massive read. The game should unfreeze after 20 seconds or so.
Gameplay Systems can be used in multiplayer, but I recommend players install matching versions, ideally share the same toggles, and deploy the mods to minimize the chance of random crashes. Players who do not deploy the mods (i.e., randoms) may or may not crash after playing for a while.
Gameplay Systems is also not fully stable and may cause crashes for the player in specific situations. After extensive testing, I have documented all observable crashes and their causes below:
Some examples:
(evil change)
Automaton Demo
Automaton Demo
Terminid Demo
Enemy Balance and Behaviour -- Detailed 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
Wretch: Rewards headshots, which are hard to land with how much they move
Elevated Overseer: Moderate touch to their gun spread to prevent laser-accurate drive-by shootings
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
Harvester: Compensatory durability nerf considering how oppressive they can be and how frequently they spawn on certain seeds
Veracitor: Makes explosives useful against the Appropriator mechs, which otherwise shrug off explosive damage
Gatekeeper: Makes explosives useful against the Appropriator mechs, which otherwise shrug off explosive damage
Leviathan: Rewards precision AT fire and makes taking them down a worthwhile endeavour. Also nerfs their perfect vision
Reinforcement Warp Ship: Aligns its explosive vulnerability to that of a grounded warp ship
Grounded Warp Ship: Aligns its demolition to that of an Automaton Fabricator
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
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
Shredder Tank: Gives its fusion cyclers a tighter spread to live up to its IFV / AA designation
Conflagration Devastator: Increases spread to lower the probability of cross-map 1-taps on players
Gunship: Mildly increases spread on their fusion repeaters, making them mildly less oppressive without feeling like playing into an aimbot
Automaton Rockets: Removes the ability to ragdoll Helldivers from splash damage. Direct impact will still ragdoll
Cyborg Radical and Agitator: Increases their threat level to solidify their trope as a blitz/commander unit
Cyborg / Scout Strider Coexistence: Now allows radicals and agitators to spawn alongside scout striders, provided the Cyborg modifier is present. The difficulty determines if a reinforced scout strider spawns instead
Factory Strider: Raises encounter rate so they have a higher chance of spawning
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
Terminids
Bile Spewer: Lowers the armor rating of its head on higher difficulties so they feel less of a chore to fight
Alpha Commander: Gets a less durable head to indirectly buff small ballistic weapons
Dragonroach: Mildly clips its wing durability to account for it being a bile titan that behaves like a mosquito
Chargers: Adjusts their ass so giving them backshots becomes more viable. Still much harder to destroy the ass than Hulk vents
Rupture Charger: The burrowing tank's head should not be tankier than that of a behemoth
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
Spore Burst Titan: Removes the ability for its vomit to ragdoll Helldivers from Narnia
Spore Burst Clouds: Lowers the movement speed buff to chaff spore burst units to mildly incentivize fighting instead of rundiving
Gameplay Systems-- Detailed CHANGES:
Illuminate Combined Fleet: Adds significant variety in Illuminate enemies across all Illuminate missions
Leviathan Outside Cities: Makes life miserable by allowing Leviathan spawns on ALL Illuminate missions. Pairs well with the Leviathan balance adjustment
Hive Lord in Normal Missions: Now spawns one Hive Lord in every Terminid mission. Good luck
Heavy SEAF Presence: Attaches the Heavy SEAF Presence modifier across almost ALL missions, making pelican SEAF reinforcements spawn everywhere. Does not work in megacities.
Quick SEAF Reinforcements: Reduces the cooldown interval between each pelican SEAF reinforcement by 20% or 50%, depending on toggle
SEAF Active Wave Cooldown: A separate cooldown toggle that reduces the duration between each wave of SEAF spawns (default, 20%, 50%). Works together with Quick SEAF Reinforcements for rapid SEAF responses!
Increased Enemy Presence: Increases ALL factions' encounter population budget by 50% to 100%, which allows enemy spawns (patrols, reinforcements, etc) generated by the game to be larger, contain heavier units, or both. This stacks with increased reinforcement size
Reinforcement Size — All 3 factions: Separately toggleable +50% and +100% enemy reinforcement sizes for Automatons, Terminids, and Illuminate. Especially nasty on the Terminid front. This stacks with increased enemy presence
Enemy Call Cooldown: Reduces the cooldown (20% or 50% reduction) between enemy reinforcements. Keep em coming!
Combined Automaton Fleet: Allows all automaton units to spawn in every eligible mission. You can find war striders, tanks, factory striders, vox engines, cyborgs, scout striders, conflagration units, and jet brigade units all in one mission.
What's Next (goals, not promises):
Larger reinforcements, shorter breaks between enemy and allied call-ins, mixed enemy lineups, broader SEAF support, and much more — Gameplay Reforged gives players SUPER™ freedom to customize the game experience to their enjoyment. These changes prioritize the fun factor through both buffs and nerfs across various aspects of gameplay. Choose the changes that suit you and your friends' playstyle!
What's included:
| Package | Contains | Remarks |
| Enemy Balance and Behavior | Independently selectable enemy weakpoint, accuracy, stagger, vision, awareness, spawn rate, and spawn eligibility changes | The tamer starting rebalance changes for a fun experience. Please read the stability notes. |
| Gameplay Systems | Combined Illuminate Fleet, Universal Leviathans, Universal Heavy SEAF Presence, Faster SEAF Reinforcements, Increased Enemies | Optional broader experimental changes. Please read the stability notes before deploying these mods |
You may use either mod package individually or choose both. They do not depend on one another
Made with help from GPT-6 Astra
Requires Bingus Shared Loader v18 or newer
Installation and Game Updates:
- Download Bingus Shared Loader V18 or newer and install it at the highest priority order (usually bottom of Arsenal)
- Download Enemy Balance and Behavior and Gameplay Systems, and install the latter at a higher priority (put Gameplay Systems right below Enemy Balance and Behavior)
- Done

- Both mods are vanilla update-flexible; most vanilla game updates will not break either mod, and even if they do, it usually only affects certain toggles within both mods.
When launching the game, the Enemy Balance and Behavior mod will load and cause the game to experience a longer black screen, intermittent stalls, brief freezes, and some stuttering. This should subside after 2 to 4 minutes in-game, once the mod has successfully finished the bulk of its reads and writes.
Enemy Balance and Behavior can be used in multiplayer and will apply its changes to enemies, regardless of whether you host or not.
Gameplay Systems is a more powerful mod and may cause stuttering and stalling to persist even on a mission loading screen. This is because it intercepts mission data. The stuttering and stalling SHOULD disappear if you successfully get into your first game, and is unlikely to happen again in the post-lobby
Gameplay Systems may produce one long freeze that makes the game look like it has frozen. This is just the mod committing to a massive read. The game should unfreeze after 20 seconds or so.
Gameplay Systems can be used in multiplayer, but I recommend players install matching versions, ideally share the same toggles, and deploy the mods to minimize the chance of random crashes. Players who do not deploy the mods (i.e., randoms) may or may not crash after playing for a while.
Gameplay Systems is also not fully stable and may cause crashes for the player in specific situations. After extensive testing, I have documented all observable crashes and their causes below:
| Issue | Suggested Solution |
| Players may crash on city maps due to enabling Heavy SEAF Presence | Enabling Heavy SEAF Presence while playing a city mission causes this. Disable HSP before playing a city map. |
| Players may occasionally crash when enabling Illuminate Combined Fleet and playing on a vanilla Vote Snatchers map | Vote Snatchers has very janky semantic relationships. Recommend either only enabling Vote Snatcher Focused Illuminate Combined Fleet or outright disabling the combined fleet mod when playing against Vote Snatchers. |
| In an otherwise stable game, assuming all players have Gameplay Systems, a non-host player who interacts with a terminal can rarely experience a crash | TBH I have no clue why this happens; I'm trying to find a fix. Ideally, keep interactions with terminals to a minimum if you are a non-host player. Disabling Gameplay Systems prevents this altogether. |
| In a multiplayer match, players without Gameplay Systems may experience a crash | Don't play with randoms or join a random lobby |
| One may experience a crash when they boot up a game and immediately dive into a match or tab out | The mod is doing large reads and writes, so wait a moment for it to finish. Also, do not minimize the game; make it the focused window. |
Some examples:
Automaton Demo
Automaton Demo
Terminid Demo
Enemy Balance and Behaviour -- Detailed 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
Head:
- Head is now fatal
Main gun:
- Spread: [125,125] -> [150,150]
Main weapon:
- Melee push force: 20 -> 50
Hip joints:
- AV3 (medium) -> AV2 (light)
- EXDR: 100% -> now 40%
- Durability: 70% -> 50%
Cockpit:
- EXDR: 100% -> 0%
Cockpit shield:
- EXDR: 100% -> 0%
Cockpit:
- EXDR: 100% -> 0%
Shield:
- EXDR: 100% -> 0%
Vision:
- Halves the Leviathan's vision, so its guns' detection range is shorter. To be honest, it is still ridiculously large
Main:
- HP: 15,000 -> 6,000
Warp disk:
- Destroying the warp disk now kills the leviathan (fatal)
- EXDR: 100% -> 0% (rewards players if they somehow manage to inflict explosive damage on the disk)
- HP: 3000 -> 2000
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)
Main:
- Demo Force: 50% -> 40% (can be destroyed instantly by C4, spear, giga grenade, dynamite, etc)
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.
- MUST disable Combined Automaton Fleet and Automaton Reinforcement Size profiles under the Gameplay Systems mod if you enable changes to encounter ratings
Main guns:
- Explosive stagger force: 15 -> 30 (will ragdoll players)
- 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
Main gun:
- Spread: [150,100] -> [100,75]
Main gun:
- Spread: [150,150] -> [200,200]
Main gun:
- Spread: [50,50] -> [75,75]
- Explosive stagger force: 30 -> 20
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)
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%
- MUST disable Combined Automaton Fleet and Automaton Reinforcement Size profiles under the Gameplay Systems mod if you enable changes to encounter ratings
Main guns:
- Spread: [160,160] -> [120,120]
Encounter rate:
- Raises the chance of Vox Engines being chosen as a unit to spawn by 33%
- MUST disable Combined Automaton Fleet and Automaton Reinforcement Size profiles under the Gameplay Systems mod if you enable changes to encounter ratings
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)
Head:
- Durability: 70% -> 35%
Four wings:
- HP: 1500 -> 1000
- Durability: 100% -> 50%
- 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
Head:
- AV5 (tank 1) -> AV4 (heavy)
Armor plates and fins:
- AV5 (tank 1) -> AV4 (heavy)
Exposed flesh:
- Damage transfer to main: 100% -> 150%
- EXDR: 100% -> 50%
Spit attack:
- Explosive stagger force: 25 -> 20 (no more ragdolling from splash)
- Movement speed bonus from gloom spores is reduced by 30%. The duration of the buff remains unchanged.
Gameplay Systems-- Detailed CHANGES:
Whereas Enemy Balance and Behavior changes individual enemy characteristics, Gameplay Systems enhance and broaden both encounter and reinforcement behavior
Illuminate Combined Fleet: Adds significant variety in Illuminate enemies across all Illuminate missions
- Default Profile: Allows all eligible Illuminate units to spawn, barring the Great Host, Leviathan, Wretch, and Crusher
- Vote Snatchers Profile: Instead focuses on spawning Vote Snatcher units across all missions
Lower Leviathan Flight: Lowers the Leviathan's flight path so it flies closer to the ground. Applies to all missions where Leviathans spawnHive Lord in Normal Missions: Now spawns one Hive Lord in every Terminid mission. Good luck
Heavy SEAF Presence: Attaches the Heavy SEAF Presence modifier across almost ALL missions, making pelican SEAF reinforcements spawn everywhere. Does not work in megacities.
Quick SEAF Reinforcements: Reduces the cooldown interval between each pelican SEAF reinforcement by 20% or 50%, depending on toggle
SEAF Active Wave Cooldown: A separate cooldown toggle that reduces the duration between each wave of SEAF spawns (default, 20%, 50%). Works together with Quick SEAF Reinforcements for rapid SEAF responses!
Increased Enemy Presence: Increases ALL factions' encounter population budget by 50% to 100%, which allows enemy spawns (patrols, reinforcements, etc) generated by the game to be larger, contain heavier units, or both. This stacks with increased reinforcement size
Reinforcement Size — All 3 factions: Separately toggleable +50% and +100% enemy reinforcement sizes for Automatons, Terminids, and Illuminate. Especially nasty on the Terminid front. This stacks with increased enemy presence
NOTE: MUST DISABLE war strider and factory strider/vox weight profiles if using combined automaton fleet
Enemy Call Cooldown: Reduces the cooldown (20% or 50% reduction) between enemy reinforcements. Keep em coming!
Combined Automaton Fleet: Allows all automaton units to spawn in every eligible mission. You can find war striders, tanks, factory striders, vox engines, cyborgs, scout striders, conflagration units, and jet brigade units all in one mission.
NOTE: MUST DISABLE war strider and factory strider/vox weight profiles if using combined automaton fleet
What's Next (goals, not promises):
- Optimization and stability (priority)
- More gameplay and encounter changes