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ARC Thrower Improvement 0.1.2

A Mod for Helldivers 2
ARC Thrower Improvement akl_mod_preview_image
The Ministry of Technology as been modifying current support weapon for helldiver to make sure current state of weapon is steady and working as intented
============================================================================

Version 0.1.2 (REBALANCED)

1. Damage/Durable now increase
- from 250 → 350 / 100 → 250
- Despite multiplier changed to balance the base damage, it still can't keep up to clear some heavy units (require multiple shots) and normal units (require multiple shots)

2. Arc Range is now lowered
- From 70 → 60

3. Arc lightning Spread increase

- Arc angle spread for base game is small considering the hordes of specific patrol are not crowded sometimes making it hard to chain the attack, a better angle spread will make the chain easier
- From 60 → 90

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Version 0.1.1 (Update)
Revert
back Damage/Durable to current base game damage (multiplier from MAX charge already high)

Arc Range
55 → 70

============================================================================

Version 0.1.0

Charge level 2
Base 1.1 → 1.5

Charge level 3
1.2 → 2

Minimum charge time
0.7 → 0.5

Maximum charge Base
1.4 → 1

D̶a̶m̶a̶g̶e̶/D̶u̶r̶a̶b̶l̶e̶
2̶5̶0̶ → 4̶0̶0̶ / 1̶0̶0̶ → 2̶0̶0̶


Split Arc
Base 1 → 3

Required : HD2runtime and Bingus Loader 15+ and newer
3.4 KB
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Uploaded by
Sytrix
Downloads
383
Comments
21
Views
2,641
First release
Last update
Platform
PC 
Version
0.1.2
Total Size
3.4 KB
Rating
5.00 star(s) 1 ratings

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  • 383
  • 2,641

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5.00 star(s) 1 ratings

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Latest updates

  1. Arc Thrower Improvement (rebalanced)

    Version 0.1.2 (REBALANCED) 1. Damage/Durable now increase - from 250 → 350 / 100 → 250 -...
  2. Arc Thrower Improvement (balanced)

    The Ministry of Technology as been modifying current support weapon for helldiver to make sure...

Vhuz

Members
Members
Sep 10, 2026
96
40
Does this.. does this mean we can splooch warriors again..? ;o;
 

Vhuz

Members
Members
Sep 10, 2026
96
40
Okay upon tests, the damage is better & saw the arc splits, however no warrior splooch and also not getting 0.5s charge, feels like normal charge time of 1s per bolt.
As for another question, would this work with bingus auto charge module? tried with & without to see if that was the issue, but was the same effect.
 

Sytrix

Members
Members
Sep 13, 2026
5
4
Okay upon tests, the damage is better & saw the arc splits, however no warrior splooch and also not getting 0.5s charge, feels like normal charge time of 1s per bolt.
As for another question, would this work with bingus auto charge module? tried with & without to see if that was the issue, but was the same effect.
i didnt test auto charge mod sadly ;c
 

Vhuz

Members
Members
Sep 10, 2026
96
40
Oukay! I've spoken with my statistics friend, I have bad news. The damage requirement to splooch warriors has been raised from 500->750 durable in a long ago patch, it quietly assasinated arcthrowers as a result.

Your mod IS one shotting normal warriors in 1 zap, but not splooching them. I saw them explode after a second zap passed through their dead corpses, so it's not enough yet.

Tesla Towers can splooch warriors (alphas in 2) in a single hit at 600 Arc damage apparently, meaning it's lower than the 750 number, meaning it's somewhere lower than 750, we have to run tests.

Alright, try testing by yourself in a warrior seed with 600 Arc Damage/Durable, if they explode, then incrementally lower it until they stop. We have to find out what is their real Splooch Value, because clearly it's not 750 because tesla tower is doing it with 600.
We can worry about balancing afterwards. I must know where this hidden splooch value is. if arcthrower doesn't pop them at 600 dmg, then that's bad news, because tesla behaves differently than arcthrower and we don't know why. Cross your fingers that arcthrower splooches warrior at 600.
 
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Sytrix

Members
Members
Sep 13, 2026
5
4
Oukay! I've spoken with my statistics friend, I have bad news. The damage requirement to splooch warriors has been raised from 500->750 durable in a long ago patch, it quietly assasinated arcthrowers as a result.

Your mod IS one shotting normal warriors in 1 zap, but not splooching them. I saw them explode after a second zap passed through their dead corpses, so it's not enough yet.

Tesla Towers can splooch warriors (alphas in 2) in a single hit at 600 Arc damage apparently, meaning it's lower than the 750 number, meaning it's somewhere lower than 750, we have to run tests.

Alright, try testing by yourself in a warrior seed with 600 Arc Damage/Durable, if they explode, then incrementally lower it until they stop. We have to find out what is their real Splooch Value, because clearly it's not 750 because tesla tower is doing it with 600.
We can worry about balancing afterwards. I must know where this hidden splooch value is. if arcthrower doesn't pop them at 600 dmg, then that's bad news, because tesla behaves differently than arcthrower and we don't know why. Cross your fingers that arcthrower splooches warrior at 600.
i also think to revert back to original damage but increase it slightly because the base game already make arc thrower AP 7,
 

Vhuz

Members
Members
Sep 10, 2026
96
40
i also think to revert back to original damage but increase it slightly because the base game already make arc thrower AP 7,
Yeah, I'm invested now. rolling out my tests with friends on runtime thingy.
- test 1: 750 dmg/dura is splooching alpha commanders to the head, warriors survive splooch if hit on the body, must be on the head. Going down numbers to see where it stops.
- test 2: 600 is splooching
- test 3: i figured out the chargeup rate option. still configuring, tried 500 dmg and still splooched alpha.
- test 4: 400 damage is STILL splooching warriors, letting alphas survive for a few seconds headless before dropping dead, still trying lowest as possible number where warriors stop exploding.
- test 5: 375/375 is the absolute bottom line for warriors! Now figuring out how to balance.
- test 6: 500/200 was splooching warrior, but we trying to find a lower durable damage balance while still retaining the ability to splooch. Taking a while lol, To balance the extra damage and ability to explode enemies, I recommend removing the split arcs. to compensate, can give 0.9s charge speed compared to 1s, it's noticable and consistent, not at all strong! Stay tuned, we crunching down last tests.


Conclusion.
Okay Creator, after like 70 something tests + 4 hours of nonstop trails, I have three options for you. It's gonna be three evils. Either you take 500/250 or 375/375 or 600/100. It depends how much you want to lean into Arcthrower's durable performance against heavies, these 3 options would still sort of steamroll every faction on chaff units, they all have one thing in common, the bare minimum damage value required to splooch a warrior/hunter & let an alpha live for a few seconds when smitten in the head. I've taken the liberty to make sure it's AP4 so it does 30% less damage to heavies as compensation but it's still a wee bit high. If you were to ask me, I'd choose 375/375 if you want this to 3 shot devastators on the bodies, the other two options require 2 zaps on the body from raw damage, but does less damage to heavy durable units. It's up to you!

- Stun Value Unchanged
- Chargeup time reduced by 0.1 seconds (1.0->0.9) after initial 1.2 second windup charge for consistent feel.
- Range Unchanged.
- Extra Splitting Arcs, Removed

If you were to ask me though, I'd prefer 375/375, it would allow Arcthrower to 1 shot hulk eyes again, even tho its inconsistent cause you cant aim where arc lands lol. Would be a jolly great time in bots!
 
Last edited:

Sytrix

Members
Members
Sep 13, 2026
5
4
Yeah, I'm invested now. rolling out my tests with friends on runtime thingy.
- test 1: 750 dmg/dura is splooching alpha commanders to the head, warriors survive splooch if hit on the body, must be on the head. Going down numbers to see where it stops.
- test 2: 600 is splooching
- test 3: i figured out the chargeup rate option. still configuring, tried 500 dmg and still splooched alpha.
- test 4: 400 damage is STILL splooching warriors, letting alphas survive for a few seconds headless before dropping dead, still trying lowest as possible number where warriors stop exploding.
- test 5: 375/375 is the absolute bottom line for warriors! Now figuring out how to balance.
- test 6: 500/200 was splooching warrior, but we trying to find a lower durable damage balance while still retaining the ability to splooch. Taking a while lol, To balance the extra damage and ability to explode enemies, I recommend removing the split arcs. to compensate, can give 0.9s charge speed compared to 1s, it's noticable and consistent, not at all strong! Stay tuned, we crunching down last tests.


Conclusion.
Okay Creator, after like 70 something tests + 4 hours of nonstop trails, I have three options for you. It's gonna be three evils. Either you take 500/250 or 375/375 or 650/100. It depends how much you want to lean into Arcthrower's durable performance against heavies, these 3 options would still sort of steamroll every faction on chaff units, they all have one thing in common, the bare minimum damage value required to splooch a warrior/hunter & let an alpha live for a few seconds when smitten in the head. I've taken the liberty to make sure it's AP4 so it does 30% less damage to heavies as compensation but it's still a wee bit high. If you were to ask me, I'd choose 375/375 if you want this to 3 shot devastators on the bodies, the other two options require 2 zaps on the body from raw damage, but does less damage to heavy durable units. It's up to you!

- Stun Value Unchanged
- Chargeup time reduced by 0.1 seconds (1.0->0.9) after initial 1.2 second windup charge for consistent feel.
- Range Unchanged.

If you were to ask me though, I'd prefer 375/375, it would allow Arcthrower to 1 shot hulk eyes again, even tho its inconsistent cause you cant aim where arc lands lol. Would be a jolly great time in

a little buff to damage and durable is noticeable (it still oneshot), there a reason for that, in base setting for arc thrower, AP level is 7 (this make arc thrower can give 100% damage) and i changing the multiplier to double it damage when fully charges making it pretty strong. The current state of non modded arc thrower is the spread of lightning are small giving it hard to to clear some hordes of enemy

but i will consider the idea about charging time cause it will good for lower charge up
 

Vhuz

Members
Members
Sep 10, 2026
96
40
a little buff to damage and durable is noticeable (it still oneshot), there a reason for that, in base setting for arc thrower, AP level is 7 (this make arc thrower can give 100% damage) and i changing the multiplier to double it damage when fully charges making it pretty strong. The current state of non modded arc thrower is the spread of lightning are small giving it hard to to clear some hordes of enemy

but i will consider the idea about charging time cause it will good for lower charge up
Yeah, the idea is to return the Splooch Thrower capabilities it once had before devs nerfed the values, now getting overwhelmed by enemy corpses that arc can't travel past, forcing you to back pedal and that's COWARDLY! D:<
375/375 with AP4 will do less damage to heavies, about 10-15 zaps to chargers, 25+ zaps to titans, less if you somehow land arcs on their tiny heads. If you AP7, Arcthrower will steamroll even harder. I don't think you'll need splitting arcs with a splooching capability that cleans up the playing field as you go. Allowing you to stand your ground again!

I'll try 400/200 AP7 tho, you might be onto something.. Unfortunately Warriors not exploding at 400/200 AP7. :(

I can suggest a workaround, if you can figure out how to revert the splooch value to 500 damage and integrate it into the mod, that would solve our inflated damage problems alltogether.
 
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