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Grenades overhaul 1.1.0

A Mod for Helldivers 2
Grenades overhaul akl_mod_preview_image
Hey there, this one isn't major or anything, just for the full armory overhaul. My next target is rebalancing already existing mods, and then move on to.. Full mod or stratagems? Would like some help to decide. Anyhow, download and have fun!


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No longer updated, check Total Arsenal Overhaul
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K-2 Throwing Knife​

  • Durable damage: 150 β†’ 450
  • Standard damage: 300 β†’ 450
  • From supply: 20 β†’ 50
  • Maximum carried: 20 β†’ 99
  • Starting amount: 10 β†’ 99

G-10 Incendiary​

  • Explosion delay: 2.9 β†’ 2.4 sec
  • Fire strength: 50 β†’ 100
  • Fire duration: 3 β†’ 4 sec (affects all fire grenades (and all fire to enemies??))

G-109 Urchin​

  • Explosion delay: 2.9 β†’ 2.4 sec
  • Durable explosion damage: 0 β†’ 50
  • Standard explosion damage: 0 β†’ 50
  • Outer explosion radius: 4 β†’ 7
  • Grenades from supply: 3 β†’ 4
  • Maximum carried: 5 β†’ 7
  • Starting grenades: 4 β†’ 5

G-12 High Explosive​

  • Explosion delay: 3.5 β†’ 3.0 sec
  • Durable explosion damage: 800 β†’ 1200
  • Standard explosion damage: 800 β†’ 1200
  • Inner explosion radius: 2.5 β†’ 4
  • Outer explosion radius: 7 β†’ 10

G-142 Pyrotech​

  • Explosion delay: 2.9 β†’ 2.4 sec
  • Outer explosion radius: 5 β†’ 6

G-16 Impact​

  • Durable explosion damage: 400 β†’ 600
  • Standard explosion damage: 400 β†’ 600
  • Inner explosion radius: 2.5 β†’ 3.5

G-23 Stun​

  • Explosion delay: 1.8 β†’ 1.4 sec
  • Stun duration: 5 β†’ 10 sec
  • Maximum carried: 5 β†’ 7
  • Starting grenades: 4 β†’ 5

G-3 Smoke​

  • Explosion/detonation delay: 2.4 β†’ 2.0 sec
  • Outer radius: 8 β†’ 12
  • Grenades from supply: 3 β†’ 4
  • Maximum carried: 5 β†’ 7
  • Starting grenades: 4 β†’ 6

G/40-K melta Mine​

  • Durable explosion damage: 2000 β†’ 2300
  • Standard explosion damage: 2000 β†’ 2300

G-48 Giga Grenade​

  • Inner explosion radius: 2 β†’ 4

G-50 Seeker​

  • Durable explosion damage: 500 β†’ 700
  • Standard explosion damage: 500 β†’ 700
  • Grenades from supply: 3 β†’ 4
  • Maximum carried: 5 β†’ 6

G-6 Frag​

  • Durable damage: 35 β†’ 90
  • Standard damage: 110 β†’ 180

G-60 Anti-Tank Seeker​

  • Durable explosion damage: 1800 β†’ 2000
  • Standard explosion damage: 1800 β†’ 2000

G-7 Pineapple​

  • Bomblet durable damage: 100 β†’ 150
  • Bomblet standard damage: 100 β†’ 300
  • Bomblet inner radius: 2.5 β†’ 3
  • Explosion delay: 2.4 β†’ 2.2 sec
  • Direct explosion AP: 3 β†’ 4

G-8 Immolation​

  • Outer explosion radius: 10 β†’ 12
  • Shockwave radius: 10 β†’ 12

G-89 Smokescreen​

  • Outer radius: 5 β†’ 6
  • Grenades from supply: 3 β†’ 5
  • Maximum carried: 5 β†’ 7
  • Starting grenades: 4 β†’ 5

G/SH-39 Shield​

  • Shield durability: 1000 β†’ 1200
  • Shield radius: 1.8 β†’ 2.2
  • From supply: 2 β†’ 3
  • Maximum carried: 4 β†’ 5

TM-1 Lure Mine​

  • Durable explosion damage: 1000 β†’ 1200
  • Standard explosion damage: 1000 β†’ 1200
  • Inner explosion radius: 2 β†’ 3
  • Mines from supply: 2 β†’ 3
  • Maximum carried: 4 β†’ 5

Requires Bingus Shared Loader v18 or above



And HD2Runtime v0.30.3 or above (placed lesser priority than Bingus Loader)

1.6 MB
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Uploaded by
D-Glitch
Downloads
688
Comments
19
Views
3,623
First release
Last update
Platform
PC 
Version
1.1.0
Total Size
1.6 MB
Rating
5.00 star(s) 1 ratings

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More mods from D-Glitch

  • PC Total Arsenal Overhaul - Compatible with Hell Forge

  • PC Secondaries overhaul

  • PC Energy-Based and Special weaponry overhaul

  • PC Offensive stratagems overhaul

  • PC SMGs overhaul

Latest updates

  1. 1.1

    Giga grenades buff looks kinda reasonable since there are antitank seekers that do it's job but...

D-Glitch

Modder
Modder
Members
Sep 27, 2026
314
120
Could you bundle all of your overhaul mods into one modpack? Preferably with an option to toggle each one on/off, thanks!
Compiling everything in one mod but without toggles is much much much faster than doing it with toggles. Gotta export every single weapon change and then add to base. So i guess imma launch full without toggles firstly.
 

Vhuz

Modder
Modder
Members
Sep 10, 2026
183
82
Mother of Socialism! So many good changes! The guy carrying 99 throwing knives must've brought their entire super collection from home, worn head to toe in blades heheh~

alright, here's my feedback:
- Urchin. There is no real way to buff this atm, AH has to rework this to allow Elites (Titans/Factory Striders) to allow stun, Titans at launch used to be stunned by flashbangs, they've since removed that behavior. The changes you made is all we can do rn I suppose...
- High Explosive. I'd give this the most count of all grenades. Like 10 and keeping it's original stats, this would henceforth become the ideal spawner closing nade, I'll give your changes a shot tho.
- Pineapple. Reducing fuse time will hurt airburst loadout picks, it's rare but some helldivers combo this with airburst cluster mode as the fuse time is conveniently exploding at the same place cluster shot would, reducing Pineapple fuse wouldn't allow it to travel further to a rain spot. I call it a layering effect! Other than fuse, I love the stat change!
- Lure Mine. Also another throwable that can't be buffed, needs AH to make it smarter to only detonate with more enemies around it vs only one voteless tripping it. My idea is adding a countdown timer once tripped before detonating itself, allowing more enemies to crowd around it.

(nice icon btw, peak!)
 
Last edited:

D-Glitch

Modder
Modder
Members
Sep 27, 2026
314
120
Mother of Socialism! So many good changes! The guy carrying 99 throwing knives must've brought their entire super collection from home, worn head to toe in blades heheh~

alright, here's my feedback:
- Urchin. There is no real way to buff this atm, AH has to rework this to allow Elites (Titans/Factory Striders) to allow stun, Titans at launch used to be stunned by flashbangs, they've since removed that behavior. The changes you made is all we can do rn I suppose...
- High Explosive. I'd give this the most count of all grenades. Like 10 and keeping it's original stats, this would henceforth become the ideal spawner closing nade, I'll give your changes a shot tho.
- Pineapple. Reducing fuse time will hurt airburst loadout picks, it's rare but some helldivers combo this with airburst cluster mode as the fuse time is conveniently exploding at the same place cluster shot would, reducing Pineapple fuse wouldn't allow it to travel further to a rain spot. I call it a layering effect! Other than fuse, I love the stat change!
- Lure Mine. Also another throwable that can't be buffed, needs AH to make it smarter to only detonate with more enemies around it vs only one voteless tripping it. My idea is adding a countdown timer once tripped before detonating itself, allowing more enemies to crowd around it.

(nice icon btw, peak!)
Those are all pretty good suggestions, though i think i wouldn't make it too many grenades, so you still gotta care about supplies. Yeah, Urchin is unbuffable, i think at this point we can even consider Re-educator it's brother lol. Maybe i should've gave it 10 uses or smth. With pineapple, when i was using it, i mostly had to hold it a bit in hands before giving it go so i surely hit enemies, so i made this change. Though i think you're still right, but i think i'll leave it like this for now. Gonna let people try it out.
 

Vhuz

Modder
Modder
Members
Sep 10, 2026
183
82
Those are all pretty good suggestions, though i think i wouldn't make it too many grenades, so you still gotta care about supplies. Yeah, Urchin is unbuffable, i think at this point we can even consider Re-educator it's brother lol. Maybe i should've gave it 10 uses or smth. With pineapple, when i was using it, i mostly had to hold it a bit in hands before giving it go so i surely hit enemies, so i made this change. Though i think you're still right, but i think i'll leave it like this for now. Gonna let people try it out.
Aye, my reasoning with 10 HE nades is because nobody uses it for combat anyway, because AoE is just that tiny, and fuse time too long. So I thought hey let's just repurpose it as a spawn closer, for cadets this is very nice. Extra bewm! (as if AH would make that buff amirite.)
Could also meet in the middle at 8 HE nades w/o buffs.
 

D-Glitch

Modder
Modder
Members
Sep 27, 2026
314
120
Aye, my reasoning with 10 HE nades is because nobody uses it for combat anyway, because AoE is just that tiny, and fuse time too long. So I thought hey let's just repurpose it as a spawn closer, for cadets this is very nice. Extra bewm! (as if AH would make that buff amirite.)
Could also meet in the middle at 8 HE nades w/o buffs.

Sounds fair enough. I feel like they're kinda in the middle of being against chaff and against heavies.
 

Sert3t

Members
Members
Sep 28, 2026
10
3
Giga grenade buff plz, its not even a melta mine side grade
 

Insomnia524

Members
Members
Sep 30, 2026
18
3
How do you suggest me buffing it? 3 max grenades?
I would say that would be pretty balanced, maybe making it a bit easier to one shot You heavier enemies to allow it to compare to the damage of the melta mine without out doing the ease of use that comes with the AP seeking nade.
 

D-Glitch

Modder
Modder
Members
Sep 27, 2026
314
120
I would say that would be pretty balanced, maybe making it a bit easier to one shot You heavier enemies to allow it to compare to the damage of the melta mine without out doing the ease of use that comes with the AP seeking nade.
Yeah, this sounds reasonable. Imma implement it, just one sec.