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True Lasgun Beam Overhaul 2026-10-09

A Mod for Helldivers 2
  • Bans
True Lasgun Beam Overhaul akl_mod_preview_image
Why do laser weapons fire what are basically bullets with glowing skins?

This mod turns them into proper Lasgun-style weapons worthy of the Emperor’s Hammer.




LAS Beam Enhanced Overhaul 1.4

Converts the LAS-16 Sickle, LAS-17 Double-Edge Sickle, LAS-12 Sai and R/40-K Hot-Shot to Trident-style hitscan beams, with enhanced weapon stats and heat mechanics.

All damage values below are listed as normal damage / durable damage. AP means armor penetration. Heat thresholds use internal heat values.

The Double-Edge Sickle was designed around the Hot-shot Volley Gun concept, while the SAI was designed as a close-range Las-Sprayer.

The reason the Sickle and SAI have relatively high damage and armor penetration in the Enhanced version is that they were designed around the Hot-shot Lasguns used by Kasrkin, Tempestus Scions, and Stormtroopers.

These aren't your typical Kantrael-pattern Lasguns commonly seen in 40K. They're weapons wielded by the Emperor's elite soldiers.

And since Helldivers are essentially special forces, much like the Kasrkin or Tempestus Scions, shouldn't they be equipped with weapons worthy of their status?

Preview video:
View: https://youtu.be/BQlQZtd5V1w

LAS-16 Sickle

Damage: 110 / 15.
Armor penetration: 3.
Selectable firing rates: 500, 750 and 850 RPM.
Base firing rate: 750 RPM.
Beam range: 300 meters.
Beam duration: 0.05 seconds.
Firing warmup removed.
Heat capacity: 100.
Heat generated per shot: 1.4.
Normal cooling: 6 heat per second.
Spare heat sink settings: starting 5, maximum 6, resupply amount 6.

LAS-17 Double-Edge Sickle

Damage and armor penetration increase with heat:
Below 20 heat: 120 / 20 damage, AP 3.
From 20 to below 60 heat: 150 / 30 damage, AP 3.
From 60 to below 130 heat: 200 / 40 damage, AP 4.
At 130 heat and above: 300 / 60 damage, AP 5.

Selectable firing rates: 700, 850 and 1100 RPM.
Base firing rate: 850 RPM.
Beam range: 300 meters.
Beam duration: 0.05 seconds.
Firing warmup removed.
Heat capacity: 200.
Heat generated per shot: 1.55.
Normal cooling: 4 heat per second.
Spare heat sink settings: starting 1, maximum 2, resupply amount 6.

Self-damage is disabled in the first and second enhanced heat stages. Only the highest stage, starting at 130 heat, applies self-burn using the weapon's original second-stage self-burn effect.
Damage and armor penetration follow the current heat stage when the weapon cools or a heat sink is replaced.

LAS-12 Sai

Damage: 150 / 25.
Armor penetration: 3.
Base firing rate: 1250 RPM.
Beam range: 200 meters.
Beam duration: 0.05 seconds.
One beam per shot.
Firing warmup removed.
Horizontal / vertical spread: 130 / 130.
Horizontal / vertical recoil drift: 3 / 3.
Horizontal / vertical aiming-screen recoil: 2 / 4.
Heat capacity: 100.
Heat generated per shot: 1.9.
Normal cooling: 5.4 heat per second.
Standard heat sink spare settings: starting 6, maximum 7, resupply amount 8.
Original Sai firing sound restored.
No additional RPM selection menu.

Sai attachment changes

Focus Lens:
Firing rate: 950 RPM.
Horizontal / vertical spread: 65 / 65.

High-Capacity Heat Sink:
Heat generated per shot: 1.3.
Spare heat sink settings: starting 4, maximum 5, resupply amount 7.

High-Efficiency Heat Sink:
Heat generated per shot: 1.9.
Normal cooling: 8.8 heat per second.
Spare heat sink settings: starting 6, maximum 7, resupply amount 8.

R/40-K Hot-Shot

Damage: 575 / 140.
Armor penetration: 4.
Semi-automatic firing rate: 210 RPM.
Beam range: 2000 meters.
Beam duration: 0.15 seconds.
One beam per shot.
Firing warmup removed.
Heat capacity: 100.
Heat generated per shot: 12.5.
Normal cooling: 8.2 heat per second.
Spare heat sink settings: starting 5, maximum 6, resupply amount 6.
Horizontal / vertical recoil drift: 2 / 2.
Horizontal / vertical aiming-screen recoil: 1 / 2.
Original Hot-Shot firing sound restored.
No additional RPM selection menu.

The Hot-Shot now uses a Sickle-style heat sink system. Firing generates heat, and the weapon cools while idle. Full overheat requires manual heat sink replacement. Automatic heat sink ejection is disabled.
The original ammunition consumption and magazine reload path no longer control firing.

Sound and runtime improvements

Sai and Hot-Shot use their original firing sounds. Sickle and Double-Edge Sickle retain the firing sounds from the previous Enhanced version.
The retained projectile components do not produce additional physical bullets.


Personally, I was quite satisfied with the overlapping Sickle and Trident firing sounds, which are unavoidable due to how the mechanism works, so the firing sound has not been changed.

For the SAI and Hot-shot, however, the Trident firing sound has been disabled.

LAS Beam Enhanced Overhaul 1.3 (No Self-Damage)

Includes all weapon, attachment, heat, recoil, sound and runtime changes listed above.
The only difference is that Double-Edge Sickle self-damage is disabled at every heat stage. Its heat-based damage and armor penetration progression remain unchanged.

LAS Weapons Are Now True Las Beams v1.3 - Vanilla Stats

For players who want Trident-style hitscan beams while keeping the original weapon specs.

Since all four weapons use the Trident’s beam, and the original Trident beam has a range of 200 meters, the Hot-shot Lasgun’s range may feel shorter than expected.

Supports the LAS-16 Sickle, LAS-17 Double-Edge Sickle, LAS-12 Sai and R/40-K Hot-Shot.

Only the firing method and beam visuals are changed. All original weapon and attachment stats are preserved,
including damage, armor penetration, firing rate, recoil, spread, warmup, heat generation, cooling, ammunition, reserves and resupply.

All four weapons use their original firing sounds.
One beam per barrel per shot.
No additional RPM selection menu.
Original Double-Edge Sickle self-damage is preserved.
Hot-Shot keeps its original magazine and reload system.
Beam reach follows each weapon's original projectile travel-distance budget; beam presentation timing comes from Trident.
Version 1.3 Changes and Fixes

Added support for HD2Runtime 0.28.1 and 0.30.0 across all three versions.

Improved startup application speed and added guarded retries when the required game data is not ready.

Cleaned up unnecessary code and repetitive diagnostic logs while retaining the processing required for RPM changes, heat stages, and weapon replacement.

Improved compatibility checks to validate current buffer locations and capacities while preserving essential field, type, and size checks.

Fixed Hot-Shot ammunition pickups and resupply so they replenish its heat-based battery reserves.

Added separate magazine-system toggles for each weapon in both Enhanced versions.
Enabling magazine mode for the Double-Edge Sickle disables heat-dependent damage stages and self-damage.

In the Vanilla Stats version, the Semi-Auto/Full-Auto selector is only available when warm-up removal is enabled, as the original firing delay feels unnatural when firing in semi-auto.

Configured magazine capacities to 100 rounds for the Sickle, 250 for the Double-Edge Sickle, and 120 for the Sai, or 200 with its High-Capacity Heat Sink. (only overhaul version)

Version 1.4 Changes and Fixes

  • Fixed inconsistent mod application (testing is required from users who experienced this issue).
  • Added a beam range slider (200–500m) to the Vanilla Stats version.
    Added compatibility with HD2Runtime 0.30.1 and future versions that use the same API.

Requirements and installation

Requires Bingus Shared Loader v18+
HD2Runtime 0.28.1+
Mod Options Menu included in the VanillaPlus Megapack
installed separately

Use only one Lasgun of the three variants at a time.

Close the game fully before updating. Disable the previous version and old test builds, install the chosen ZIP, then redeploy and restart the game.
Since this mod clones and applies the Trident's projectile, it may be incompatible with other weapon mods, especially those that modify the same weapons, including the Trident itself.

If you encounter any compatibility issues with other mods, please leave a comment.

If the mod doesn't seem to be working, please follow these steps:

  1. Install the three required dependencies:
    • Bingus Shared Loader
    • HD2Runtime
    • Mod Options Menu
  2. Place this mod immediately after the three required dependencies in the load order.
  3. Test the mod and check the log files to confirm that it is working properly.
  4. If the mod works correctly with only the required dependencies installed, there is a very high possibility that another mod is causing a conflict.
  5. In that case, enable your other mods one by one until you identify the conflicting mod.
Once you've identified the conflicting mod, please leave a comment with its name so I can investigate the issue.

he vanilla version is also incompatible with other enhancement mods.

Due to how the mechanism works, directly using the Trident’s projectile would also cause the changes to be applied to the Trident itself.

To prevent this, the mod clones the Trident’s projectile and applies the cloned version instead of using the original projectile directly. Because of this process, it is not compatible with other enhancement mods that modify the same weapons.




Stand and die for the Emperor, May the Emperor protect you.
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Version
2026-10-09
Rating
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Latest updates

  1. Version 1.5 – Enhanced Version Hotfix

    Fixed a network issue that occurred when using the Hot-shot's heat-battery magazine system in...
  2. 1.4.1

    more some fix.
  3. Lasgun v1.4

    Fixed inconsistent mod application (testing is required from users who experienced this issue)...

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Bans

Members
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Sep 19, 2026
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27
I'm a bit busy right now, so I'll come back tomorrow to collect feedback and resume working on the mod.
 

KoboldLover245

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Members
Sep 19, 2026
20
16
I really love this mod, but holy... The differences in 'vanilla' and 'enhanced' are worrying when it comes to performance. The vanilla works just fine performance wise that I barely notice a difference, but when I use the enhanced version, the FPS drops to the point of having frequent stutters, making my game much, much worse. Sticking to vanilla is not doing it for me, because I prefer the stats and changes of the enhanced version. I cannot be the only one with this issue, no?
 

Bans

Members
Members
Sep 19, 2026
106
27
I really love this mod, but holy... The differences in 'vanilla' and 'enhanced' are worrying when it comes to performance. The vanilla works just fine performance wise that I barely notice a difference, but when I use the enhanced version, the FPS drops to the point of having frequent stutters, making my game much, much worse. Sticking to vanilla is not doing it for me, because I prefer the stats and changes of the enhanced version. I cannot be the only one with this issue, no?
I’ll address the optimization issues immediately.
 

KoboldLover245

Members
Members
Sep 19, 2026
20
16
I’ll address the optimization issues immediately.
It would appear that I may be at fault in this case as well, at least to an extent. Out of all the mods I have disabled whilst testing, I have not disabled the Dominator Rechambered mod. Upon disabling it, it works much better. The performance drops are smaller. Though, another issue is that the Sickle LAS-16 plays delayed vanilla firing sounds, even after the gun stops firing. Thank you for your work, if I have not said that already.
 

Bans

Members
Members
Sep 19, 2026
106
27
It would appear that I may be at fault in this case as well, at least to an extent. Out of all the mods I have disabled whilst testing, I have not disabled the Dominator Rechambered mod. Upon disabling it, it works much better. The performance drops are smaller. Though, another issue is that the Sickle LAS-16 plays delayed vanilla firing sounds, even after the gun stops firing. Thank you for your work, if I have not said that already.
Actually, there is a bit of a workaround being used in the current Enhanced version, which is why the Sickle’s firing sound may be applied with a delay.

To explain exactly what is happening:

The current RPM modification system was originally implemented only for ballistic weapons. When I tested this RPM system on the Sickle, both the modified Trident-style projectile and the ballistic projectile used as the reference for the RPM system were being fired simultaneously. In other words, it was firing two shots at once: a ballistic-style projectile and a hitscan-style beam.

However, I couldn’t completely remove the remaining reference projectile code. Instead, I disabled the actual ballistic projectile from being spawned while keeping only the RPM modification system.

Because of this, the Trident firing sound and the Sickle firing sound are currently played together. I actually liked how the combined firing sound turned out, so I left it that way.

However, if the Sickle firing sound is being applied with a noticeable delay, I’ll see what I can do to fix it.

In short, the reference code used for the RPM modification is still present, which is why you can hear the Sickle’s firing sound at the same time.
 

KoboldLover245

Members
Members
Sep 19, 2026
20
16
Actually, there is a bit of a workaround being used in the current Enhanced version, which is why the Sickle’s firing sound may be applied with a delay.

To explain exactly what is happening:

The current RPM modification system was originally implemented only for ballistic weapons. When I tested this RPM system on the Sickle, both the modified Trident-style projectile and the ballistic projectile used as the reference for the RPM system were being fired simultaneously. In other words, it was firing two shots at once: a ballistic-style projectile and a hitscan-style beam.

However, I couldn’t completely remove the remaining reference projectile code. Instead, I disabled the actual ballistic projectile from being spawned while keeping only the RPM modification system.

Because of this, the Trident firing sound and the Sickle firing sound are currently played together. I actually liked how the combined firing sound turned out, so I left it that way.

However, if the Sickle firing sound is being applied with a noticeable delay, I’ll see what I can do to fix it.

In short, the reference code used for the RPM modification is still present, which is why you can hear the Sickle’s firing sound at the same time.
I see. Nonetheless, I do appreciate the combined sounds of the two.

But yes, the LAS-16 Sickle's vanilla sounds seem to be applied with a delay. It is not noticeable when one begins firing, but at the very end when one stop firing. The trident beam and sounds work just as perfect. Depending on the amount of rounds fired, the delay may be up to three to four vanilla Sickle shot sounds. This does not seem to be the case with the LAS-17, thankfully.
 

Bans

Members
Members
Sep 19, 2026
106
27
I see. Nonetheless, I do appreciate the combined sounds of the two.

But yes, the LAS-16 Sickle's vanilla sounds seem to be applied with a delay. It is not noticeable when one begins firing, but at the very end when one stop firing. The trident beam and sounds work just as perfect. Depending on the amount of rounds fired, the delay may be up to three to four vanilla Sickle shot sounds. This does not seem to be the case with the LAS-17, thankfully.
The update is now complete, and it also includes optimization improvements.

Please check whether the Sickle’s firing sound is still delayed in this version.
 

KoboldLover245

Members
Members
Sep 19, 2026
20
16
The update is now complete, and it also includes optimization improvements.

Please check whether the Sickle’s firing sound is still delayed in this version.
I have been testing shortly after the update was released up until the posting of this comment. Neither of the enhanced versions seem to work. When deployed, they functionally do nothing. No Trident beam, no RPM changes, no damage changes. Nothing. I tried the v1 versions again, and they seem to work.

I thought it was an issue because I still use HD2 Mod Manager 2. Switched to Arsenal - still does not work. Tried both the regular and the no-self damage. Attempted to erase folders from the files,

What DOES work, is the vanilla version. It changes the the LAS-16, Sai and the Hot-Shot (If the LAS-16 works, then the LAS-17 probably works as well, though I have not tested it).

The issue is that the Hot-Shot in the vanilla version upon one click actually registers as if it fired two shots, thus reducing the 'actual' ammunition from 12 to 6. If the Hot-Shot is supposed to be a heat sink weapon now - the feature does certainly not function.

LAS-16 Sickle firing sounds in the vanilla, however, are just fine now. There are no delays.