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Marksman Rifles overhaul 1.2

A Mod for Helldivers 2
Marksman Rifles overhaul akl_mod_preview_image
Hello hello! Luckily mods didn't get thrown into the abyss and we can still upgrade our guns with our imagination. Thanks for being patient, here's your last primary weapon piece :D
I tried balancing them more to dealing high damage but slower fire rate. I would love to see your opinions on these changes!
  • R-4 Hyena​

  • Projectile drag: 0.3 → 0.2
  • Fire effect strength: 3 → 6
  • Ergonomics: 30 → 36
  • Horizontal spread: 0.5 → 0.3
  • Vertical spread: 0.5 → 0.3
  • Sway: 1.0 → 0.9
  • Short mag capacity: 10 → 12
  • Bigger mag capacity: 15 → 16
  • Bigger mag spare/supply mags: 5 → 6
  • R-63CS Diligence Counter Sniper​

  • Projectile drag: 0.3 → 0.2
  • Extreme armor penetration: 0 → 1
  • Durable damage: 50 → 70
  • Standard damage: 200 → 250
  • Fire rate: 350 → 250 RPM
  • Sway: 0.8 → 0.9
  • R-2124 Constitution​

  • Projectile drag: 0.3 → 0.2
  • Durable damage: 50 → 65
  • Standard damage: 180 → 240
  • Fire rate: 60 → 150 RPM
  • Ergonomics: 65 → 72
  • Sway: 1.0 → 0.8
  • Mag capacity: 5 → 10
  • Rounds from supply: 100 → 150
  • Spare rounds: 100 → 150
  • Starting rounds: 60 → 80
  • R-6 Deadeye​

  • Armor penetration direct hit: Medium → Heavy
  • Projectile drag: 0.3 → 0.2
  • Standard damage: 300 → 450
  • Fire rate: 100 → 70 RPM
  • Sway: 1.0 → 0.8
  • R-63 Diligence​

  • Projectile drag: 0.3 → 0.2
  • Standard damage: 165 → 180
  • Fire rate: 350 → 430 RPM
  • Sway: 1.0 → 0.8
  • R-2 Amendment​

  • Projectile drag: 0.3 → 0.2
  • Durable damage: 50 → 60
  • Standard damage: 200 → 240
  • Sway: 1.0 → 0.9
  • R-72 Censor​

  • Standard damage: 165 → 200
  • Fire rate: 400 → 260 RPM
  • Sway: 1 → 0.9



​

Requires Bingus Shared Loader v18 or above



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

414.9 KB
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Uploaded by
D-Glitch
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352
Comments
47
Views
2,308
First release
Last update
Platform
PC 
Version
1.2
Total Size
414.9 KB
Rating
5.00 star(s) 1 ratings

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  • 352
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5.00 star(s) 1 ratings

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Latest updates

  1. 1.2

    Constitution gets 2x magazine by request. Feel free to download 1.1 if you don't want it to have...
  2. 1.1

    Launch was kinda rough, deadeye and amendment were, let's say, even worse than vanilla. So...

D-Glitch

Members
Members
Sep 27, 2026
128
40
have to second that a little more accuracy and AP4 aren't really isn't worth that huge durable damage loss with these stats i don't really see why someone would use it over the dominator in your other mod
Now that's a fair suggestion, I'm gonna rebalance it later.
I guess gonna make it a side-grade to Jar-5 to be a more stable heavy hitting weapon, but with lower DPS. But Jar-5 will probably need another nerf, right?
 
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Gr4mas

Members
Members
Sep 30, 2026
8
1
Mod also aint working for me It replace values in arsenal i see changes but when i select mission and try start mission i got crash or BSOD
 

D-Glitch

Members
Members
Sep 27, 2026
128
40
Mod also aint working for me It replace values in arsenal i see changes but when i select mission and try start mission i got crash or BSOD
I have no idea how's your game crashes with my mod, did you meet all requirements for it? Your feedback would be helpful if you figure it out. Because not small amount people can't run my mods for some reason.

You can try doing these actions:
-Try disabling all other mods (expect Bing' loader and Runtime) and enable only this one and test it.
-Try switching needed mods in different positions between each other (HD2Runtime meant to be placed lesser priority than Bingus loader)
-Try installing new mod versions (Bingus loader and HD2Runtime meant).
-Try purging mods and then loading them back.
 

SeijiTataki

Members
Members
Oct 3, 2026
5
2
Don't worry, it deals full damage on medium pen enemies. Durable damage decrease makes this weapon not too OP to kill hulks. Don't decide right away whether this is a bad rebalance.
This is a pretty significant nerf to usefulness because of how Durable damage works.

If an enemy is 30% durable damage, and you fire a weapon that does 100 damage, 100 durable, then 30% means you do 70 damage from the weapon and 30 from the durable. Increasing the base to 150 and the durable to 50 would cause you to do 120 damage on that enemy, before armor modifiers.

Let's say we take the old kit and fire on an enemy with 30% and equal armor.

We'd go from 300 damage to 210 + 30, which is 240 raw down to 156. If we shoot the same enemy on the same part with your proposed change, the AP change means we don't get armor penalized anymore but damage only becomes 171 (171.5, rounded down) and plus 3. That means we do 174, a marginal damage increase.

But if the same enemy was already lower ap, meaning medium AP wasn't being penalized, the damage is actually 240 vs 174. It means for a small subset of enemies, the damage goes up an insignificant amount, whereas for a small subset of enemies the damage becames marginally worse. This becomes significantly worse as the enemy's durable value increases.

For example, only the flesh on the charger is Durable 30%. Everything else is 70% to 100%. The proposed change means that against the charger, the weapon now does practically zero damage against a hard target.

Most spots on the Automaton tanks, including the heatsink, are 100% durable. The heatsink is medium pen, meaning the old deadeye could do reasonable damage to kill it. With your current change, you can do 10 damage to it, requiring 75 shots to break it.

You've effectively changed the Deadeye from a general purpose weapon with a narrow field of heavy targets it can kill to a soft target weapon that does no real damage to hard targets, even though it can theoretically damage them.
 

Vhuz

Members
Members
Sep 10, 2026
119
52
Two problems again!
My only problem with Deadeye is the reload speed. If it can be made 2-3 seconds faster from empty to full, that's a perfect buff without giving AP4/changing its durable stats. The reason everyone shelves this into their arsenal racks collecting dust is the reload speed making it BORING. Nobody wants to grow wrinkles/gray hair waiting for it to finish loading.

Amendment I wasn't vibing with either; 30 Ergonomics kills the target acquisition enjoyment I had with it : (
My same pain point is the reload speed with this rifle; I'd reduce it by -0.50s faster from the existing reload speed.
If you still can't edit reload speeds like MA5C..... Whellllp. ;-;

The rest are reasonable QoL stuff. Does this mean regular diligence can 1-tap warrior head breakpoint after the enemy durable changes?
 
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D-Glitch

Members
Members
Sep 27, 2026
128
40
This is a pretty significant nerf to usefulness because of how Durable damage works.

If an enemy is 30% durable damage, and you fire a weapon that does 100 damage, 100 durable, then 30% means you do 70 damage from the weapon and 30 from the durable. Increasing the base to 150 and the durable to 50 would cause you to do 120 damage on that enemy, before armor modifiers.

Let's say we take the old kit and fire on an enemy with 30% and equal armor.

We'd go from 300 damage to 210 + 30, which is 240 raw down to 156. If we shoot the same enemy on the same part with your proposed change, the AP change means we don't get armor penalized anymore but damage only becomes 171 (171.5, rounded down) and plus 3. That means we do 174, a marginal damage increase.

But if the same enemy was already lower ap, meaning medium AP wasn't being penalized, the damage is actually 240 vs 174. It means for a small subset of enemies, the damage goes up an insignificant amount, whereas for a small subset of enemies the damage becames marginally worse. This becomes significantly worse as the enemy's durable value increases.

For example, only the flesh on the charger is Durable 30%. Everything else is 70% to 100%. The proposed change means that against the charger, the weapon now does practically zero damage against a hard target.

Most spots on the Automaton tanks, including the heatsink, are 100% durable. The heatsink is medium pen, meaning the old deadeye could do reasonable damage to kill it. With your current change, you can do 10 damage to it, requiring 75 shots to break it.

You've effectively changed the Deadeye from a general purpose weapon with a narrow field of heavy targets it can kill to a soft target weapon that does no real damage to hard targets, even though it can theoretically damage them.
Ok, so there's a lot text about durable damage that I know (at least I think so). Well, deadeye got it's penetration to 4, but got main damage decreased to some bit and durable damage decreased pretty heavily. My intent was to make deadeye an all-around weapon that deals with chaff and big enemies, but can't remove hulks so fast, but I forgot about dominator that is strong, and in general deadeye is worse than other MRs. I'm gonna buff it for sure.
 

D-Glitch

Members
Members
Sep 27, 2026
128
40
Two problems again!
My only problem with deadeye is the reload speed. If it can be made 2-3 seconds faster empty to full reload speeds, that's a perfect buff without giving AP4/changing its durable stats. The reason everyone gets bored or shelves this into their arsenal racks collecting dust is the reload speed making it BORING. Nobody wants to grow wrinkles/gray hair waiting for it to finish loading.

Amendment I wasn't vibing with either, 30 Ergonomics kills it's target acquisition enjoyment I had with it : (
My same pain point is the reload speed with this rifle, I'd reduce it by -0.50s faster from existing reload speed.
if you still can't edit reload speeds like MA5C..... Whellllp. ;-;

The rest are reasonable QoL stuff, Does this mean regular diligence can 1 tap warrior head breakpoint after the enemy durable changes?
Yeah this overhaul came out kinda raw. Diligence - it may actually do that, I didn't test it tbh. Amendment, I agree, it's pretty bad. Exchange of ergo for more just 240 damage isn't valuable. It will get a buff.
 

SeijiTataki

Members
Members
Oct 3, 2026
5
2
I've actually started some quick jotted math of it and your changes to the deadeye are actually a nerf in a lot of cases that you weren't already 1 or 2 shotting things. Either enemies weren't going to survive the hit anyway, or your change to durable has significantly tanked the damage against targets where the gain from AP gets invalidated.

Alpha Commanders take 2 shots to break the head before, now 4.

Spewers go from 1 shot to the head or mouth to 2. However, at extreme ranges their armor becomes medium, so this becomes a wash - but in most engagement ranges, it's a nerf.

You could theoretically kill a bile titan with a broken sac in 29 shots before by shooting the flesh inside, but now it takes 71.

You can shoot chargers in the head now, but it takes 28 shots. You'd target the butt or a broken leg, instead. The butt now takes 17 shots instead of 7, and the unarmored leg takes 10 shots instead of 5, the durable nerf cutting the actual damage in almost exactly half.

Hive Guard head is a medium armor, which sounds like it's a great option for this buff. Except it goes from 2 shots... to 2 shots. The durable hit is so extreme that you actually are only doing 162 damage over 145, to a target that has 250 hp. (To be fair, even if it did 300/100, you'd still only do 230 HP in 1 shot.)

You basically could leave the damage alone and only adjust the AP, and you really only get a small buff on a small number of targets, minimally effecting the damage, and instead open it up for damaging heavy targets. Durable damage calculations make any change to durable pretty significant when it was already as high as it was.
Ok, so there's a lot text about durable damage that I know (at least I think so). Well, deadeye got it's penetration to 4, but got main damage decreased to some bit and durable damage decreased pretty heavily. My intent was to make deadeye an all-around weapon that deals with chaff and big enemies, but can't remove hulks so fast, but I forgot about dominator that is strong, and in general deadeye is worse than other MRs. I'm gonna buff it for sure.
You mentioned Hulks, so let's look at the Hulk Bruiser. With your current stats, it takes 7 shots placed on the eye to kill it, or 3 if you kept it 300/100. Either way it's a buff technically, since the old weapon wouldn't have enough AP.

Shooting the Hulk's vent heatsink, the old weapon with AP3 would take 5 shots, with your change it now takes 9.

Such a dramatic change to durable has had pretty significant ripple effects. I'd have to go through the calculations on everything to see where there's edge cases, but in practice things have gotten worse. Things either had very low armor to begin with, or you weren't able to damage them at all. But in the later case, nerfing durable causes you to lose out on damage for the former.
 
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