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Secondaries overhaul 1.3

A Mod for Helldivers 2
Secondaries overhaul akl_mod_preview_image
Hello there. Finally i'm done making this mod. Started doing it since the very first AR overhaul mod launched. Polishing secondaries was pretty tough, but here it is. I hope you'll like playing with pistols now!


  • P-2 Peacemaker (Like in the old HD1)
    • Fire mode: single -> burst(3)
    • Fire Rate: 900 -> 1600
    • Recoil Drift Horizontal: 20 -> 10
    • Recoil Drift Vertical: 40 -> 24
    • Magazine Capacity: 15 -> 42
    • Reload Duration: 1.8 -> 1.6
  • P-4 Senator (made a big iron)
    • Projectile Drag: 1.2 -> 0.3
    • Standard Damage: 225 -> 360
    • Durable Damage: 75 -> 100
    • Fire Rate: 200 -> 120
    • Weapon Sway: 1 -> 0.8
    • Stagger: 20 -> 35
    • Spread: 8 -> 2
    • Spare and Supply Rounds: 40 -> 54
    • Recoil Climb Vertical: 50 -> 150
    • Recoil Drift Vertical: 50 -> 150
  • P-113 Verdict
    • Standard Damage: 140 -> 160
    • Durable Damage: 32 -> 40
    • Projectile Drag: 1.2 -> 0.5
    • Projectile Velocity: 285 -> 500
    • Fire Rate: 450 -> 570
    • Mag Capacity: 10 -> 16
    • Spare and Supply Mags: 10 -> 8
    • Weapon Sway: 1 -> 0.8
    • Recoil Climb Vertical: 45 -> 40
    • Recoil Drift Horizontal: 20 -> 12
    • Recoil Drift Vertical: 50 -> 40
  • M6C/SOCOM Pistol (Massive overhaul to lore accurate (i think?))
    • Standard Damage: 125 -> 185
    • Durable Damage: 28 -> 50
    • Armor Penetration: 2 -> 3
    • Fire Rate: 900 -> 230
    • Projectile Drag: 1.2 -> 0.4
    • Spare and Supply Mags: 10 -> 6
    • Weapon Sway: 1 -> 0.8
    • Spread: 10 -> 6
    • Stagger: 15 -> 20
    • Recoil Climb Horizontal: 3 -> 7
    • Recoil Climb Vertical: 15 -> 80
    • Recoil Drift Vertical: 40 -> 58
  • SG-22 Bushwhacker
    • Armor Penetration: 2 -> 3
    • Standard Damage: 45 -> 50
    • Spare and Supply Rounds: 30 -> 35
  • P-19 Redeemer
    • Fire Rate Selector Modes: {0, 1100, 0} -> {0, 1400, 800}
    • Recoil Climb Horizontal: 5 -> 4
    • Recoil Drift Horizontal: 20 -> 15
    • Recoil Drift Vertical: 20 -> 15
    • Magazine Capacity: 31 -> 52
    • Reload Duration: 2.1 -> 1.7
  • PLAS-15 Loyalist (damage should depend on other plasma weapons)
    • Explosion Outer Radius: 1.5 -> 1.8
    • Horizontal Spread: 10 -> 6
    • Vertical Spread: 10 -> 6
    • Magazine Capacity: 8 -> 10
    • Spare and Supply Mags: 5 -> 4
  • P-92 Warrant
    • Standard Damage: 80 -> 90
    • Durable Damage: 20 -> 40
    • Projectile Velocity: 285 -> 400
  • P-69 Veto
    • Standard Damage: 105 -> 125
    • Durable Damage: 35 -> 45
    • Projectile Velocity: 375 -> 450
  • LAS-58 Talon
    • Armor Penetration Extreme: 0 -> 2
    • Weapon Sway: 1 -> 0.7
  • P-11 Stim Pistol
    • Projectile Velocity: 300 -> 400
    • Weapon Sway: 1 -> 0.8
  • P-35 Re-Educator (we don't talk about this guy..)
    • +Fire Status upon hit
    • Fire Status Strength: 3
    • Projectile Drag: 2 -> 0.3
    • Projectile Mass: 10 -> 3
    • Penetration Slowdown: 0 -> 0.25
    • Projectile Velocity: 150 -> 450
    • Durable Damage: 10 -> 20
    • Standard Damage: 60 -> 80
    • Fire Rate: 110 -> 200
    • Ergonomics: 100 -> 80
    • Magazine Capacity: 6 -> 16
    • Spare and Supply Mags: 2 -> 5
  • P-33 Missile Pistol
    • Spare Rounds: 3 -> 4
    • Starting Rounds: 1 -> 3
  • GP-20 Ultimatum
    • Starting Magazines: 0 -> 1
  • P-34 Breacher
    • Magazines from Supply: 1 -> 2
  • GP-31 Grenade Pistol (can't be changed at all)
  • LAS-7 Dagger (same deal, can't be changed)

As always, Requires Bingus Shared Loader v18 or above



And HD2Runtime v0.28.1 or above (placed higher in priority than Bingus Loader)

542.4 KB
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Uploaded by
D-Glitch
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Comments
22
Views
741
First release
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Platform
PC 
Version
1.3
Total Size
542.4 KB
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Latest updates

  1. 1.3

    Updated verdict for consistency: Damage: 150 -> 160 RPM: 700 -> 570
  2. 1.2

    Tweaked senator and M6C to be cooler: M6C drag 0.5 -> 0.4 Damage: 175 -> 185 Spare and Supply...
  3. 1.1

    Forgor to change M6C's penetration showing in armory

D-Glitch

Members
Members
Sep 27, 2026
57
18
well heavy pen was just the idea but keeping it on medium and increasing the damage so it can compete with Talon would be good as well because there's no point to use it almost now since M6C/SOCOM is also med pen and have more damage with better recoil
Buuuuut the M6C has low fire rate now, and verdict in the same time got more RPM with more mag ammo. Talon deals 200 damage but can fire up to 6-7 times before overheating or waiting to cool down, when verdict can fire 150 damage X 16 bullets for a pretty fast time (alright maybe increasing fire rate that much is not it). So, what do you think?
 

sugarmenace

Members
Members
Sep 27, 2026
4
0
Buuuuut the M6C has low fire rate now, and verdict in the same time got more RPM with more mag ammo. Talon deals 200 damage but can fire up to 6-7 times before overheating or waiting to cool down, when verdict can fire 150 damage X 16 bullets for a pretty fast time (alright maybe increasing fire rate that much is not it). So, what do you think?
oh didn't realize the RPM change in M6C you're right. 700 RPM is kinda bonkers tbh like in my mind I consider the verdict as Semi auto Heavy Pistol maybe reduce rpm to 700 >> 550-600 and damage to like 150 >> 170-175
 

D-Glitch

Members
Members
Sep 27, 2026
57
18
oh didn't realize the RPM change in M6C you're right. 700 RPM is kinda bonkers tbh like in my mind I consider the verdict as Semi auto Heavy Pistol maybe reduce rpm to 700 >> 550-600 and damage to like 150 >> 170-175
Yeah this sounds right, though damage is looking too much for me.
 

SirJazz

Members
Members
Sep 30, 2026
10
5
Just reading the description before giving it a run : perhaps 16 darts per mag is overkill for the Re-Educator... I'd suggest a value between 8 or 10, great max ? To retain its infiltration / weakening main purpose . . . Now, a bit of concept crafting here : would it be possible to separate the darts into specific ammo types to select for this gun ? If so, I'd like to offer an idea to make this secondary a "more" reliable tool, for more frontlines :


- > The gas dart : pretty much what we have, with a longer "blinding effect". ( I would've suggested on top a debuff to reduce the enemy armor hit by 1 for a short period of time... there is the effect on "Acid rains" for the green fart planets, but no clue if this can be implanted in a weapon, even less if this can be treated as localized damage. )

- > Your new fire dart, with a bit more ballistic and durable damage, with the addition of a fire DoT... pretty much keeping all the aggressive buffs you made for those, giving it a distinct role.

- > proof of concept ( no clue if possible ) : An arc dart, that does minimal amount of damage on impact with an enemy, but can reach multiple enemies in a small radius to stun them, giving more room to relocate.


depending of if such functions are possible to begin with, perhaps you would need a bit more work around the ammo pool and different masses, to compensate the reach offered with a tactical approach.



Regardless, I've been running your collection of improvements so far, it gives to my armory a second life, the urge to test new weapons and builds... so thank you lots for your work !
 

sugarmenace

Members
Members
Sep 27, 2026
4
0
Yeah this sounds right, though damage is looking too much for me.
I've asked GPT like what would you suggest for Verdict to feel like heavier pistol and this is what it says


  • Standard Damage: 140 → 190
  • Durable Damage: 32 → 55
  • Projectile Drag: 1.2 → 0.5
  • Projectile Velocity: 285 → 500
  • Fire Rate: 450 → 500
  • Magazine Capacity: 10 → 12
  • Spare/Supply Mags: 10 → 8
  • Weapon Sway: 1 → 0.8
  • Recoil Climb Vertical: 45 → 55
  • Recoil Drift Horizontal: 20 → 15
  • Recoil Drift Vertical: 50 → 45

basically turns it into deagle
 

D-Glitch

Members
Members
Sep 27, 2026
57
18
I've asked GPT like what would you suggest for Verdict to feel like heavier pistol and this is what it says


  • Standard Damage: 140 → 190
  • Durable Damage: 32 → 55
  • Projectile Drag: 1.2 → 0.5
  • Projectile Velocity: 285 → 500
  • Fire Rate: 450 → 500
  • Magazine Capacity: 10 → 12
  • Spare/Supply Mags: 10 → 8
  • Weapon Sway: 1 → 0.8
  • Recoil Climb Vertical: 45 → 55
  • Recoil Drift Horizontal: 20 → 15
  • Recoil Drift Vertical: 50 → 45

basically turns it into deagle
Damn that's overkill with such a gun.
 

gtwiuqhgjin

Members
Members
Sep 21, 2026
18
7
Please consider making the Warrant be balanced like the Titanfall smart pistol (high damage but low ammo)
 

D-Glitch

Members
Members
Sep 27, 2026
57
18
Just reading the description before giving it a run : perhaps 16 darts per mag is overkill for the Re-Educator... I'd suggest a value between 8 or 10, great max ? To retain its infiltration / weakening main purpose . . . Now, a bit of concept crafting here : would it be possible to separate the darts into specific ammo types to select for this gun ? If so, I'd like to offer an idea to make this secondary a "more" reliable tool, for more frontlines :


- > The gas dart : pretty much what we have, with a longer "blinding effect". ( I would've suggested on top a debuff to reduce the enemy armor hit by 1 for a short period of time... there is the effect on "Acid rains" for the green fart planets, but no clue if this can be implanted in a weapon, even less if this can be treated as localized damage. )

- > Your new fire dart, with a bit more ballistic and durable damage, with the addition of a fire DoT... pretty much keeping all the aggressive buffs you made for those, giving it a distinct role.

- > proof of concept ( no clue if possible ) : An arc dart, that does minimal amount of damage on impact with an enemy, but can reach multiple enemies in a small radius to stun them, giving more room to relocate.


depending of if such functions are possible to begin with, perhaps you would need a bit more work around the ammo pool and different masses, to compensate the reach offered with a tactical approach.



Regardless, I've been running your collection of improvements so far, it gives to my armory a second life, the urge to test new weapons and builds... so thank you lots for your work !
Not gonna lie, for this one i didn't have time yet to consider something smart, so i made it poison+fire, and pistol-like ammo.
 

D-Glitch

Members
Members
Sep 27, 2026
57
18
Please consider making the Warrant be balanced like the Titanfall smart pistol (high damage but low ammo)
So it's gonna be similar to scorcher with it's ammo lack if i make it like this. I'll consider buffing it a bit on the next day, but don't expect this pistol to be super strong. I saw some mods with this pistol, you can try them out.