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Super Earth Arsenal Accord — Community Balance Patch 9.3

A Mod for Helldivers 2
Super Earth Arsenal Accord — Community Balance Patch akl_mod_preview_image
Community Balance Patch — Arsenal Accord

Your next favorite loadout might already be in your armory.


Arsenal Accord is a community balance overhaul built to make Helldivers 2 feel fresh again. It takes on underperforming weapons and stratagems across the armory, giving overlooked equipment the damage, handling, ammunition, or utility it needs to earn a place in your loadout.

The goal is simple: base-game weapons should stand alongside newer Warbond gear, and bringing an old favorite should feel rewarding. Some equipment receives focused improvements; other pieces get a substantial rework and a clearer role.

If you keep bringing the same equipment because everything else feels like a compromise, this patch gives you reasons to open the rest of the armory.

Maxigun overhaul — keep moving, keep firing.

A weapon that takes both your support weapon and backpack slots should be worth the commitment. The Maxigun now allows walking while firing, and supply pickups refill its full 1,000-round backpack. Increased stagger and push are intended to help keep bodies from blocking sustained fire.

Selectable fire rates offer different levels of ammunition consumption and output, although the selector remains experimental. The weapon retains its original recoil and backpack capacity.

Melee overhaul — make getting close worth the risk.

Closing into striking distance should have a meaningful payoff. Supported melee weapons receive substantial damage increases, with durable damage raised to match standard damage.

The Combat Hatchet reaches 480 standard and durable damage, the Stun Lance reaches 330, and the Defoliation Tool gains increased damage, penetration, and stagger. The One True Flag also becomes a frequently available drop-pod strike with a finite mission stock.

These changes reward close-quarters commitment while preserving the danger of getting that close. The Breaching Hammer is excluded from the damage experiment, and the Machete and Entrenchment Tool remain unchanged because of runtime limitations.

Primary overhaul — give the whole weapon rack another look.

Assault rifles, SMGs, shotguns, marksman rifles, and specialist primaries receive changes tailored to their roles.

The Liberator gets steadier aim and improved reserves on its larger magazines. The Punisher hits harder and fires faster. The Constitution becomes a stable, hard-hitting precision rifle with improved penetration while retaining its five-round capacity and bolt-action limitations.

Other weapons receive more distinct identities. The Eruptor leans into wider crowd-clearing explosions, while the Crossbow becomes a suppressed weapon focused on deliberate shots. The aim is to make more weapons competitive while preserving reasons to choose one over another.

Orbital rework — put your Super Destroyer to work.

Orbitals receive shorter cooldowns balanced by finite mission stocks, making them available more often during a fight while asking you to manage your remaining support.

Examples include:

  • Orbital Precision Strike: 20-second base cooldown, 33 uses per mission.
  • Orbital Gatling Barrage: 15-second base cooldown, 20 uses.
  • Orbital Railcannon Strike: 30-second base cooldown, 15 uses.
  • Orbital Smoke and EMS: 15-second base cooldowns, 36 uses each.
Supported orbital delivery shells also travel faster. Precision fire, bombardments, smoke, and crowd control keep their separate roles, with more opportunities to use them when your squad needs support.

These are whole-mission stocks, not rechargeable charges. Listed cooldowns are before ship upgrades.

Mine rework — prepare the battlefield.

Minefields become quicker to deploy, with a limited mission stock replacing long waits between call-ins:

  • Anti-Personnel Minefield: 15-second base cooldown, 22 deployments.
  • Anti-Tank Mines: 30-second base cooldown, 11 deployments.
  • Gas and Incendiary Mines: 45-second base cooldowns, 11 deployments each.
Individual mine damage and mine count per deployment remain unchanged. The rework gives you more freedom to cover approaches, reinforce positions, and prepare for incoming enemies.

More changes throughout the armory.

The overhaul also reaches secondaries, throwables, support weapons, sentries, backpacks, and exosuits. Examples include a shorter Jump Pack recharge, quicker recovery for a damaged but unbroken Shield Generator Pack, and removal of the mission-use cap for supported exosuits while retaining their cooldowns and ammunition limits.

There are 164 selectable equipment options, allowing you to choose which parts of the patch to enable. Some changes include reductions and tradeoffs to preserve distinct roles.

Built with community feedback.

Development is active, with changes arriving almost every day as testing, proposals, and player feedback shape the patch.

The Discord is the place to request changes to Arsenal Accord, discuss balance, report problems, follow work in progress, share clips, and find a squad. Requests are for improvements and additions to this mod.

Join the Arsenal Accord Discord

Read the full balance document
for exact values, tradeoffs, implementation notes, and known limitations. The document distinguishes implemented changes from proposals that remain unsupported or experimental.

Installation

Install and enable all four required mods:

  1. Arsenal Accord — Community Balance Patch: download the package from this page.
  2. HD2Runtime 0.28.1 by SkyeShade: expand Assets and download HD2Runtime-0.28.1-runtime.zip.
  3. Vanilla Plus Megapack.
  4. Bingus Shared Loader v18+.
HD2Runtime ModBuilder and the SDK are not required to play.

For Arsenal configured with “last mod = highest priority,” use this order from top to bottom:

  1. Arsenal Accord — Community Balance Patch
  2. HD2Runtime 0.28.1
  3. Vanilla Plus Megapack
  4. Bingus Shared Loader — highest priority
If your manager uses “first mod = highest priority,” reverse the entire list.

This is the setup that worked in the author’s tests. Compatibility with every other mod combination has not been established.

Select the Arsenal Accord equipment options you want enabled. With the game closed, disable older Arsenal Accord or GRASS packages, then purge and deploy your mods.

Startup — read this before playing.

Runtime changes must apply again after every full game restart.

Keep Helldivers 2 in the foreground at the “Press any button” screen while the included progress panel processes your selected changes. Allow approximately five minutes as a starting estimate; loading time varies with your system and selected options. Loading aboard the ship or during a mission has been significantly slower in the author’s tests.

The panel disappears when processing finishes. Completion can include rejected changes, so check HD2Runtime.log for applied and rejected counts and the settled summary.

You can toggle the panel with Shift+P or hide it with X. Hiding it does not stop loading. After processing finishes, spawn fresh equipment before testing changes.

Testing and troubleshooting

This is an experimental balance project. Some firing modes, attachment effects, displayed stats, and gameplay interactions still need further testing. Unsupported proposals are identified in the balance document.

If something appears unchanged or behaves incorrectly, report it in Discord with:

  • Your patch version and selected equipment options.
  • Your mod load order.
  • What happened and which equipment was affected.
  • HD2Runtime.log and BingusSharedLoader.log.
Credits

GRASS / luxeburn:
original publicly shared balance proposals and document structure that formed the foundation of this project.

Arsenal Accord: additional balance direction, personal reworks, implementation decisions, and ongoing community-driven adjustments.

SkyeShade: HD2Runtime and HD2Runtime ModBuilder.

CowboyBingus: Bingus Shared Loader.

OpenAI Codex: assistance with supported runtime implementation, offline validation, and documentation.

Thanks to everyone testing the patch, reporting problems, and suggesting improvements.

Arsenal Accord is an independent community project. GRASS has not endorsed this mod, and its additional changes should not be attributed to him.
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mfrost96
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9.3
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cylinder80

Members
Members
Sep 18, 2026
2
0
Thank you for uploading! Super stoked for this rebalance based on GRASS's proposed changes/endorsements. Is the roughly 1 hour processing time the average on every launch? If so, I'll be forced to manually make these changes with SHODAN's stat editor as a workaround instead.
 

zubart

Members
Members
Oct 4, 2026
1
0
Hey man i finally made it i was asking for your help yesterday over at nexus mods thanks for this mod great work and thanks for the fast feedback :D
 

K^5

⸜(。˃ ᵕ ˂ )⸝~~♡
Staff member
Moderator
Modder
Members
Apr 7, 2026
15
241
We relaxed on the rules, but weird this got taken off Nexusmod XD.
 

parker904

Members
Members
Sep 22, 2026
35
9
Lol even here Hot-shot has been beated. -rep
You need check lore about lasguns
Hot shot is such a terrible weapon to use with the ROF.

I always balance it with either ROF and bigger magazine size, reduced sway increased velocity and ergonomics.

OR

Heavy Pen with high cleave and high damage, low ROF same mag size and massively increased velocity low sway DMR.

In summary, low velocity and rof really make this weapon suck, and the only counter is massively increasing the damage or magsize to make it feel competent for me. Low durable doesn't invalidate heavies or tanky units. Magazines/size limit its killing potential on those ammo tax type enemies. ( Chargers, Alpha Commanders, War Striders, Hulks ) whilst keeeping it highly affective against anything below a heavy.

Also it has no stagger, that's something it needs ( at least 25-35) as it does hit like a truck even if it doesn't have its lore worthy power.
 

mfrost96

Members
Members
Sep 28, 2026
9
2
Hot shot is such a terrible weapon to use with the ROF.

I always balance it with either ROF and bigger magazine size, reduced sway increased velocity and ergonomics.

OR

Heavy Pen with high cleave and high damage, low ROF same mag size and massively increased velocity low sway DMR.

In summary, low velocity and rof really make this weapon suck, and the only counter is massively increasing the damage or magsize to make it feel competent for me. Low durable doesn't invalidate heavies or tanky units. Magazines/size limit its killing potential on those ammo tax type enemies. ( Chargers, Alpha Commanders, War Striders, Hulks ) whilst keeeping it highly affective against anything below a heavy.

Also it has no stagger, that's something it needs ( at least 25-35) as it does hit like a truck even if it doesn't have its lore worthy power.
i can increase stager but I'm also increasing the damage. with volley it can kill striders in the leg. as i was testing it i felt it on par with the dead eye. better at killings hulks but not as good at dealing with medium enemies. but i will buff the ROF so missing is less punishing.
 

mfrost96

Members
Members
Sep 28, 2026
9
2
Thank you for uploading! Super stoked for this rebalance based on GRASS's proposed changes/endorsements. Is the roughly 1 hour processing time the average on every launch? If so, I'll be forced to manually make these changes with SHODAN's stat editor as a workaround instead.
You dont really have to wait the full hour. most of the changes people care about happan within 30 sec
 

Flatterer1609

Members
Members
Sep 26, 2026
5
0
For most of these I'm 100% ok with, but the Constitution getting an Ergonomic Nerf was unneccessary, that gun needs buffs not nerfs. atleast give it AP3 to make it a primary Senator or damage buff