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Maxigun Reimagined v1.1

A Mod for Helldivers 2
Maxigun Reimagined akl_mod_preview_image
Welcome to Maxigun Reimagined


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Notice to all new users
Whilst I put of lot of effort into the mod, you (the rest of) the playerbase are what tells me of edge-cases of bugs and compatibility. If you encounter one, or you experience issues or you'd like to make a suggestion, please leave a comment. I try to read them all, as my mods are my babies.

Anyway, onto the mod!
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Maxigun Reimagined is a complete rebalance of the M-1000 Maxigun intended to make it feel more like the weapon its size and role suggest, while keeping its strengths tied to positioning, recoil control and ammunition management.

The weapon now has a three-position fire selector with 1,000, 2,000 and 3,000 RPM setting which give it a much wider operating range. 1,000 RPM for sustained fire and ammunition conservation, 2,000 RPM as the middle ground, and 3,000 RPM when you need as much fire downrange as possible.

Recoil, handling and projectile behaviour have also been reworked. The Maxigun hits harder and has considerably more stopping power, but sustained fire (particularly at the higher rates of rpm) still requires the user to control the weapon rather than treating it like an assault rifle.

The backpack carries up to 600 rounds, with its starting and resupply values adjusted to match. Mobile firing is enabled, allowing the weapon to be used while moving, although firing from a stable position remains considerably more effective.

Other changes include revised spin-up and spin-down timing, improved stagger and push, AP4 penetration, a small per-round stun effect and updated muzzle effects.

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Recommendations​

It is not possible to lock stance based on fire rate. Otherwise 3,000 RPM would require you to be locked in place. Instead, I have opted to increase recoil from 1.0 to 5.0. As you go up the fire rate options, you will find it increasingly difficult to stand and shoot, and especially move and shoot.

Therefore I recommend crouching before committing to sustained fire, especially at 2,000 or 3,000 RPM. The weapon is much easier to keep under control from a stable firing position, while firing on the move is better reserved for short bursts or situations where repositioning matters more than accuracy. This is even moreso the case when in 1st person/ADS, as the recoil becomes considerably more manageable, at the expense of awareness of your surroundings.

If you have access to the Supply FRV, it pairs extremely well with the Maxigun and takes a lot of pressure off its ammunition economy. Otherwise, keep an eye on nearby resupply opportunities and top the backpack up whenever you can.

I also recommend making use of the 1,000 RPM setting when maximum fire rate isn't necessary. At 3,000 RPM the Maxigun can burn through its ammunition extremely quickly (12 seconds from a full backpack), while the lowest setting gives you much longer sustained use (up to 36 seconds from a full backpack) and is usually more than enough for routine targets.

The higher settings are best treated as something you deliberately switch to when the situation warrants it, rather than the default way to fire the weapon.


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All Changes Made​

  • Fire rate: 1,500 RPM → selectable 1,000 / 2,000 / 3,000 RPM
  • Horizontal recoil multiplier: 1.0 → 0.5
  • Vertical recoil multiplier: 1.0 → 5.0
  • Spread: 10 / 10 → 6 / 6
  • Sway: 1.0 → 1.5
  • Ergonomics: 4 → 10
  • Firing while moving: Disabled → Enabled
  • Spin-up time: 0.50 sec → 0.30 sec
  • Spin-down time: 0.50 sec → 0.20 sec
  • Backpack capacity: 1,000 → 600 rounds
  • Supply refill: 500 → 600 rounds
  • Durable damage: 18 → 36
  • Armour penetration: AP3 → AP4
  • Stagger Force: 15 → 35
  • Push Force: 12 → 2
  • Stun buildup: None → 0.2 per round
  • Projectile speed: 820 → 900
  • Projectile mass: 11 → 35 (determines damage fall-off)
  • Third-person aiming reticle: Standard Maxigun reticle → reticle removed while retaining hit markers
  • Muzzle effect: Standard Maxigun muzzle effect → Liberator-style muzzle flash and smoke
  • Automatic-fire audio: Current 7.1 firing path → restored pre-7.1 cadence-responsive firing path

Stagger and Push Force​

Stagger Force and Push Force serve related but different purposes. Stagger determines whether a hit has enough force to interrupt or stagger an enemy, while Push Force determines how aggressively that reaction physically moves the target.

Maxigun Reimagined raises Stagger Force from 15 to 35, allowing individual rounds to interrupt a much wider range of enemies. Because of that increase, leaving the original 12 Push Force in place produced far more displacement than was necessary once targets were being staggered reliably.

Push Force has therefore been reduced from 12 to 2. The intention is to make the Maxigun much better at stopping and interrupting enemies without repeatedly throwing them backwards across the battlefield. The reduced push is proportional to the much stronger stagger and is an intentional part of the rebalance rather than a nerf.


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Advanced Configuration​


Maxigun Reimagined includes an optional user configuration file for players who want to adjust the rebalance to their own preferences.

The config is created automatically after launching the game once with the mod installed and can be found at:

%LOCALAPPDATA%\CowboyBingus\Helldivers2\Maxigun-Reimagined-Config.txt

The normal Maxigun Reimagined balance is already applied by default, so you do not need to edit the config for the mod to work.

The config allows you to adjust the fire selector RPM values, recoil, spread, sway, ergonomics, mobile firing, spin timing, backpack capacity and resupply, durable damage, armour penetration, stagger, push, stun buildup, projectile speed and projectile mass.

Each setting includes an explanation of what it changes, the Maxigun Reimagined default, the vanilla value where applicable, and the allowed range.

To apply config changes, fully close HELLDIVERS 2, edit and save the config. Mods do not need to be purged and deployed to apply, as the mod reads the config file on startup.

Some technical values remain intentionally fixed because they are part of the mod's weapon identification and compatibility systems rather than normal balance settings.


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Requirements​


Requires Bingus Shared Loader v18+

Debugging​


The mod has diagnostic log located at:

%LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs\Maxigun-Reimagined-Debug.log

If you encounter a problem with the mod, include that file when reporting it. It contains information about loading, weapon-data discovery, patch application and runtime monitoring that can help me identify what went wrong.

If the problem occurs after changing custom settings, also include your config file

%LOCALAPPDATA%\CowboyBingus\Helldivers2\Maxigun-Reimagined-Config.txt
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Known Issues for v1.1
Backpack Ammo won't go above 1023
Conflicts with sound mods that modify the Maxigun sound
Removes the reticle for the MG43


GOATED Playtesters

Below is a list of all the users who have been legends in helping me find issues so I can fix them. o7 to all of you, your inconvenience helped me to improve the mod, and you should know that.
exosuit main


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Final Thoughts

I created this mod because the Maxigun, being the Helldivers' version of a minigun, is one of the most iconic power weapons that you could imagine being able to hold in a shooting game without using a vehicle such as a mechsuit. Yet the version we got cannot defeat enemies such as Hulks and Chargers, and locks you in place, making you extremely vulnerable against the one faction a minigun ought to be incredibly useful for: the Terminids.

I've had a lot of time to contemplate how this weapon could be rebalanced, with how much I play this incredibly fun game, and have waited in vain for Arrowhead to rebalance it to reflect the power that it should have. But alas, that has not occurred and likely never will. I don't want it to become something that replaces the other machine guns, and I've made a lot of effort in both brainstorming and playtesting changes.

The closest similar game I played before Helldivers was Halo Reach, and I had always longed for a machine gun type weapon in Halo, but we never got one during the Bungie era, which I see as the actual Halo era. Personally, I do not care for the games made by 343i/Halo Studios. Helldivers gave me that gun, and the MG43 remains my favourite weapon in the game to this day, despite everything that has come into the game since. The Maxigun is the ultimate version of the machine gun, and therefore was my highest priority to give it the attention it so desperately needed to feel good to use.

Feedback is welcome. Whilst I have playtested everything here as much as I am willing to before releasing the mod, I also did not want to keep people waiting indefinitely. I would therefore be very interested to hear what the wider community thinks, particularly regarding balance, bugs, or anything that could be improved.

One more thing. I am not Arrowhead. So despite the fact that I have put a lot of effort into the balance of this mod, I have created the configuration options to give you your own control. As you may find more fun tweaking some options to be different from what the mod has set by default. Whichever the case, I hope you enjoy the mod, and go spread some managed democracy.


Further balance tuning may come in future, depending on feedback.

Peace, and o7 / Oi

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Uploaded by
Slinkerdeer
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Platform
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Version
v1.1
Total Size
42.3 KB
Rating
4.83 star(s) 6 ratings

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Ratings

4.83 star(s) 6 ratings

Latest updates

  1. v1.1 - Compatibility Update

    v1.1 focuses on improving compatibility with other mods Improved compatibility with weapon...

Sert3t

Members
Members
Sep 28, 2026
1
0
Fun as hell but the recoil and reticle disappearing means i cant use it for long range shooting which is pretty sad
 

Slinkerdeer

Members
Members
Sep 16, 2026
23
15
@Slinkerdeer for my review, I will absolutely change if the reticle becomes an option, everything else is great.
Thanks :)

The only reason v1.2 isn't out yet is because I'm having a lot of trouble trying to get the ammo backpack to accept a value above 1023, I might end up having to limit the config options to 1000 maximum on it until I can figure it out, so I can get the other things planned for v1.2 out the door
 

Slinkerdeer

Members
Members
Sep 16, 2026
23
15
Fun as hell but the recoil and reticle disappearing means i cant use it for long range shooting which is pretty sad
It's intended to be that way. The other machine guns provide that long range viability but don't have the damage potential of the Maxigun. I do not want to make the other machine guns feel pointless to use, I want you to genuinely think "Hm, I can take this for maximum short-medium range power", while leaving machine guns with red dot sights and more controllable recoil to do longer range more reliably
 

exosuit main

Members
Members
Sep 23, 2026
2
0
Has anyone had issues with the config file not being created after launching the game? I cant get the mod to work
 

SirJazz

Members
Members
Sep 30, 2026
4
2
I've been giving this one a run... Honestly, I have yet to find a situation when the 3k RPM is required, but the 1k and 2k felt pleasant to use ( the 1st being somehow able to move and neutralize threats, while the 2nd you NEED to keep a steady ground : Ain't no way I can see someone aiming with this gun firing, casual walk mode ). It does eat bullets extremely fast, true, but the new given values assure a suppressing fire than will allow you to bath the enemies in lead, as they are pined with each consecutive landed shots.

I have however one big sad : while running it, I've lost my utmost favorite sound mod for the Maxigun : "The 1k Supergun", by TauntingBoss
-> [ https://www.nexusmods.com/helldivers2/mods/9559 ]

I can only suppose it is due to the RPM that were changed... and in that case, I'd expect to have the same issue with other audio mods for the Maximus... if so, would it be possible to work on some compatibility . . . ? I know it's only cosmetic, but a gun that sound good does half the work to enjoy the gun. x)
 

GarudaThirteen

Members
Members
Sep 10, 2026
30
5
I've been giving this one a run... Honestly, I have yet to find a situation when the 3k RPM is required, but the 1k and 2k felt pleasant to use ( the 1st being somehow able to move and neutralize threats, while the 2nd you NEED to keep a steady ground : Ain't no way I can see someone aiming with this gun firing, casual walk mode ). It does eat bullets extremely fast, true, but the new given values assure a suppressing fire than will allow you to bath the enemies in lead, as they are pined with each consecutive landed shots.

I have however one big sad : while running it, I've lost my utmost favorite sound mod for the Maxigun : "The 1k Supergun", by TauntingBoss
-> [ https://www.nexusmods.com/helldivers2/mods/9559 ]

I can only suppose it is due to the RPM that were changed... and in that case, I'd expect to have the same issue with other audio mods for the Maximus... if so, would it be possible to work on some compatibility . . . ? I know it's only cosmetic, but a gun that sound good does half the work to enjoy the gun. x)
For me the 3k RPM works really well on the bug front and squid front when being overwhelmed by the chaff and some of the elites.
 

bingchilling

Members
Members
Sep 21, 2026
1
0
I get this: [Maxigun Reimagined v1.1 #00090 2026-10-02 22:51:26] ERROR | PATCH_ABORT reason=auxiliary scan incomplete: address-space exhausted rollback=verified reload=restart-required when i try to use it. I have turned off menacing heavy weapons as it sounded like it caused the issue but without it enabled it still doesnt work. unsure what it could be. i do have a lot of mods and also the v18 shared loader. is this mod only compatible on a certain game version?


Edit: just had the idea to put the max capacity back to its original value so ill try that and update after.
edit 2: havent checked the log, but the rpm setting works. pretty sure i had it set to 1000 1500 2500 but it goes 1000 1500 1500rpm in game. I think i was able to walk the first time i fired it but but not since then. i dont think it overwrote the ap level either as it still ricochets off chargers with me setting the value to AP5. I edited the proper lines too with the "edit this line" too, made sure of that. might still have a mod that conflicts but ill have to probably look at what each one changes to see.
 
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