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R6 Deadeye - Rebalanced 1

A Mod for Helldivers 2
R6 Deadeye - Rebalanced akl_mod_preview_image
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R6 DeadEye - Rebalanced

The entire purpose behind this mod is to make the Deadeye viable in the current meta by increasing it's penetration to AP4 while attempting to match it's damage to that of the Senator, in a made-up caliber interchange. I was under the impression that the Senator and the Deadeye fire the same caliber, so it's only logical that it would deal more or less the same amount of damage and penetration, specially on a longer barrel(?)





DeadEye - Senator Damage:

225raw/75durable damage model allows the Deadeye to three-tap hulks in the eyeball.

d3tS2uW.gif




DeadEye - Almost Senator Damage:

235raw/100durable damage model allows the Deadeye to two-tap hulks at close range, but requires three at long.

EyYT1gL.gif




DeadEye - No Damage Change:

300aw/100durable damage model allows the Deadeye to two-tap hulks at any distance.

pcZAqM3.gif







Installation:

1.

Get Arsenal, the modmanager for Helldivers.

2.
Install Bingus Shared Loader.

3.
Install one of the three files provided via Arsenal(If you install more than one, one will override the other).

4.
Deploy the mods and play the game.






Please visit Cowboy Bingus' mods, without his mod loader none of this would be possible!







Please support me on Patreon to see what I'm cooking up next.

16524-1790337567-1036968875.png








Disclosure: AI was utilized during the coding process of this mod.
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YmirAottg
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Randossy

Members
Members
Sep 22, 2026
22
1
What values?
The damages, I want to increase them a little bit. I changed them in 3 separate places in the code using Notepad++ but for some reason it just completely borks the script. Any tool or tips you might have for tweaking them?
 

YmirAottg

Members
Members
Sep 10, 2026
42
2
The damages, I want to increase them a little bit. I changed them in 3 separate places in the code using Notepad++ but for some reason it just completely borks the script. Any tool or tips you might have for tweaking them?
Uuuuhhh if you mean in the .ini file, the .ini file is vestigial and the values there are hardcoded. I think there's still an .ini file being generated there...(?)


there's a state validation piece of code there that requires 300/100, if you replaced it, it is probably what caused the borking. You need to only change the requested-profile and payload values. (I'm also assuming you're not trying to edit the binary with notepad++, which would be mildly funny but also insanity)


Code:
local function target(row)
    return #row==STRIDE and u32(row,0)==ID and ((u32(row,4)==300 and u32(row,8)==100) or (u32(row,4)==225 and u32(row,8)==75))

As you can see there, there is a validation part where the damage is the default values for the dead-eye, and then there is the damage change which is where you actually need to edit.




PS: the no damage changes variant of the mod is literally that, no damage changes. Those are validation lines. Not damage. If you want to alter the damage, use one of the senator variants.
 
Last edited:

raehi

Members
Members
Sep 12, 2026
4
0
lowered my fps by 90 somehow. wouldnt recommend as of now
 

Randossy

Members
Members
Sep 22, 2026
22
1
Uuuuhhh if you mean in the .ini file, the .ini file is vestigial and the values there are hardcoded. I think there's still an .ini file being generated there...(?)


there's a state validation piece of code there that requires 300/100, if you replaced it, it is probably what caused the borking. You need to only change the requested-profile and payload values. (I'm also assuming you're not trying to edit the binary with notepad++, which would be mildly funny but also insanity)


Code:
local function target(row)
    return #row==STRIDE and u32(row,0)==ID and ((u32(row,4)==300 and u32(row,8)==100) or (u32(row,4)==225 and u32(row,8)==75))

As you can see there, there is a validation part where the damage is the default values for the dead-eye, and then there is the damage change which is where you actually need to edit.




PS: the no damage changes variant of the mod is literally that, no damage changes. Those are validation lines. Not damage. If you want to alter the damage, use one of the senator variants.
I was indeed using Notepad++ to change the values in the .patch file lol. Unfortunately I have no formal education in coding, and google searches don't give me the answer clearly. Also trying to vibecode it with Claude doesn't work since it refuses to work on code injections.

That row is one of the ones I changed, but if you're saying that's the only one I should touch, I'll try it out as soon as I'm back home.

Thanks for taking the time to reply to me here, it really means a lot. Both to me learning this stuff and having the freedom to enjoy the game at my own pace. You're a legend! <3
 

YmirAottg

Members
Members
Sep 10, 2026
42
2
I was indeed using Notepad++ to change the values in the .patch file lol. Unfortunately I have no formal education in coding, and google searches don't give me the answer clearly. Also trying to vibecode it with Claude doesn't work since it refuses to work on code injections.

That row is one of the ones I changed, but if you're saying that's the only one I should touch, I'll try it out as soon as I'm back home.

Thanks for taking the time to reply to me here, it really means a lot. Both to me learning this stuff and having the freedom to enjoy the game at my own pace. You're a legend! <3
hope it works out. <3
 

sccribble

Members
Members
Sep 26, 2026
15
2
when running this with hd2 runtime it does drop fps by alot. using lag watchdog mod it shows that this mod causes fps drop. do you have any idea why it conflicts with hd2 runtime?
 

YmirAottg

Members
Members
Sep 10, 2026
42
2
when running this with hd2 runtime it does drop fps by alot. using lag watchdog mod it shows that this mod causes fps drop. do you have any idea why it conflicts with hd2 runtime?
None, it wasn't made with runtime in mind at all.
 

whoodatt15

Members
Members
Sep 26, 2026
3
0
Mod watchdog is showing for me as the mod causing fps drops