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Realistic APW-1 anti material rifle (AMR), heavy weapon damage overhaul mod. 1.0

A Mod for Helldivers 2
Realistic APW-1 anti material rifle (AMR), heavy weapon damage overhaul mod. akl_mod_preview_image
Installation instructions
download the files and drag the zips into the arsenal mod manager, ensure runtime zip is below the main mod zip in standard order for arsenal.

Realistic damage values for the anti material rifle, based on the fact that you know... its a 12.5mm rifle with HEI rounds, just the round alone should be at least ten time as powerful as the stand in for the 5.56x45 from the liberator. (not accounting for the explosive inside) The mod makes it do far more damage and less recoil (due to the heavy weight of the rifle). decreases bullet drag and spread, its now AP5 upon a direct hit AP4 for angled hits and still do AP2 when the bullet bounces (its a heavy bullet still). the explosion now stuns enemies and pushes them harder.

specific values changed (pre>overhaul)

muzzle velocity (880>1600)
drag (.3>.05)
rate of fire (400>550)

damage (450>1600)
durable (225>650)

armour penetration
direct (AP4>AP5)
bounce (AP0>AP2)
stagger (25>40)
push (25>40)

Status applied (none>stun)
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Uploaded by
johndoe77212
Downloads
641
Comments
22
Views
3,176
First release
Last update
Platform
PC 
Version
1.0
Rating
3.00 star(s) 2 ratings

Uploaded by

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Ratings

3.00 star(s) 2 ratings

coolmen43022

Members
Members
Sep 19, 2026
140
30
Can you also increase the amount of rounds in the mag to 10? It's not typical for most guns to hold just 7 rounds.
 

Delfite

Members
Members
Oct 3, 2026
4
1
I don't get it. I couldn't notice a difference with the new stats against the bugs. It still took 2+ mags to kill a Bile Titan, even when landing mostly headshots. Arsenal shows the mod is enabled, so I don't think I did anything wrong. Am I missing something, or are the new stats not as good as they sound on paper?

Edit: Mod load order is as follows (Highest Priority -> Lowest Priority):
Bingus Shared Loader v18
HD2Runtime v0.28.1
...
RealAntiMaterialRifle v0.1.0

I don't have any other mods installed that would modify the AMR, or its ammo.
 
Last edited:

johndoe77212

Members
Members
Sep 30, 2026
6
2
I don't get it. I couldn't notice a difference with the new stats against the bugs. It still took 2+ mags to kill a Bile Titan, even when landing mostly headshots. Arsenal shows the mod is enabled, so I don't think I did anything wrong. Am I missing something, or are the new stats not as good as they sound on paper?

Edit: Mod load order is as follows (Highest Priority -> Lowest Priority):
Bingus Shared Loader v18
HD2Runtime v0.28.1
...
RealAntiMaterialRifle v0.1.0

I don't have any other mods installed that would modify the AMR, or its ammo.
maybe try moving it above the shared loader and runtime? The mod is still working for me, also the mod adds a third person reticle to the AMR, so if that's not showing then the mod isn't working.
 

RunicBlood

Members
Members
Sep 25, 2026
3
1
Bro for everyone asking for changes just go to the mod lua through arsenal. Click the 3 dots on the side, select show folder, and go to the "src" folder. open addon in notepad or whatever you like and anything that says value=(whatever fucking number) change it to what you want. Now this mod does way too much damage imo. So I changed most of the damage numbers. I changed the stagger back, removed the stun, but I gave it ap6. My addon looks like this:
{field=hd2.fields.damage.ap_direct,expect=4,value=6},
{field=hd2.fields.damage.ap_extreme,expect=0,value=6},
{field=hd2.fields.damage.demolition,expect=20,value=35},
{field=hd2.fields.damage.player_durable_damage,expect=225,value=375},
{field=hd2.fields.damage.push_force,expect=25,value=25},
{field=hd2.fields.damage.stagger,expect=25,value=25},
{field=hd2.fields.damage.player_standard_damage,expect=450,value=600},
{field=hd2.fields.damage.status_1_type,expect='none',value='none'},