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Helldivers' Ammunition 2.3.0

A Mod for Helldivers 2
Helldivers' Ammunition akl_mod_preview_image
Recommended to use in Private lobby.



IF YOU'RE REPORTING A BUG, PLEASE INCLUDE LOGS FROM YOUR SESSION
I CAN'T FIX A BUG IF I DON'T KNOW WHAT COULD CAUSE IT

(see the bottom of the description for Files)




How to use

There's a drop-up menu button to the left of the Customization button:

  • Click the drop-up menu button to choose an ammo type. Click the active one again (or `OFF`) to clear it.
  • Hover an ammo label to preview what it changes (green = better, red = worse).
  • Types the weapon cannot take are dimmed.
  • The choice is remembered per weapon and applied while that weapon is your equipped weapon.
  • The traits box shows an `AMMO: X` line.



Common Ammo Types

APArmor PenetratingDamage -10%, durable +25%, recoil +5%, projectile speed +25%, armor penetration +1 level (max AP3; not on Medium or Heavy weapons)
FIREIncendiarySets targets alight, fire rate -15%, ergonomics -5%
EMElectromagneticStaggers targets, recoil +10%, spread +5%, durable -5%
SUBSubsonicDamage -15%, durable -5%, recoil -10%, spread -5%, projectile speed -25%, magazine +5%, suppressed and quieter (not on explosive or already suppressed weapons)
HPHollow PointDamage +25%, durable -20%, recoil +15%
GASGasSlows and blinds targets, damage -15%, ergonomics −12%, fire rate -20%, magazine −5%
MAGNUMMagnumDamage +20%, recoil +25%, ergonomics -5%, fire rate -10%
OVERPRESSUREOverpressureDurable -15%, fire rate +10%, recoil +20%, ergonomics +5%, projectile speed +20%, magazine +15%
URANIUM TIPUranium TipArmor penetration +1 level (max AP4; not on Heavy weapons), projectile speed +50%, durable +10%, fire rate -35%, magazine −10%
MAGNETIZEDMagnetizedSpread -55%, durable +35%, fire rate -25%
HIGH VELOCITYHigh VelocityDamage −15%, durable −17%, projectile speed +60%, recoil −10%, spread −12%, ergonomics +5%, magazine +10%
RIPPERRipperDamage +15%, durable +20%, fire rate −12%, recoil +10%, spread +15%, projectile speed −10%, magazine −10%
DEVASTATORDevastatorArmor penetration +1 level (max AP3; not on Medium or Heavy weapons), projectile speed +45%, recoil +30%, spread +25%, ergonomics −8%, magazine −15%

Explosive weapons (R-36 Eruptor, CB-9 Exploding Crossbow, GL-15 Evictor): Incendiary, Electromagnetic and Gas put their status effect on the explosion, not on the direct hit.

AR/GL-21 One-Two: to rotate grenade launcher ammunition, switch to the underbarrel GL and click "4".



Shotgun Ammo Types (pellet shotguns only: not the Slugger or the plasma shotguns)
BIRDSHOTBirdshotPellets +50%, damage -10%, durable -25%, spread +20%, recoil -10%, projectile speed -15%
BUGSHOTBugshotPellets -40%, damage -5%, spread -15%, recoil +5%
SABOTSabotOne slug (pellets become 1), damage -10%, durable +30%, armor penetration +1 level (max AP4; not on Heavy weapons), spread -80%, projectile speed +10%, recoil +15%
FLECHETTESFlechettesDamage -45%, durable +15%, armor penetration +1 level (max AP3; not on Medium or Heavy weapons), spread -15%, projectile speed +10%, recoil -5%
TRI-BALLTri-BallThree heavy shot slugs (pellets become 3), damage -15%, durable +60%, spread -65%, recoil +10%


Energy Ammo Types (limits present) - Plasma/Laser

NUCLEAR PLASMANuclear PlasmaDamage +25%, recoil +15%, fire rate -15% / Damage +25%, heat gain +20%
COLD PLASMACold PlasmaDamage -15%, recoil -10%, spread -10%, fire rate +10% / Damage -15%, heat gain -30%, cooling +15%
PULSED PLASMAPulsed PlasmaFire rate +20%, recoil +10%, ergonomics -15% / Same as Plasma + Fire Effect
TRITIUM PLASMATritium PlasmaArmor penetration +1 level (max AP4), durable +20%, fire rate -40% / Armor penetration +1 level (max AP4), durable +20%, heat gain +25%
CONFINED PLASMAConfined PlasmaSpread -45%, durable +35%, fire rate -25% / Durable +35%, heat gain +15%


Weapons that cannot use the fire rate part:

  • PLAS-101 Purifier and PLAS-15 Loyalist: their fire rate and charge-up are not changed (the charge-up sound has a fixed length). Aim sway takes the place of the fire rate (see below). Tritium also costs damage -10% and recoil +25%, and on the Purifier a minimum gap of about 0.6 s between shots (it slows tap fire only).
  • SG-8P Punisher Plasma: its fire rate cannot be changed yet, so the cost is handling (recoil, ergonomics, sway). Pulsed Plasma is not offered.
  • LAS-5 Scythe and LAS-13 Trident: no fire rate, so the cost is heat.
  • ARC-12 Blitzer: the five types adapted to its arc (fire rate, arc spread and range). Its animation does not follow the fire rate.

Sway instead of fire rate (Purifier, Punisher Plasma, Loyalist) - Sway / Scope Sway

NUCLEAR PLASMA+20% / +10%
COLD PLASMA-10% / -5%
PULSED PLASMA-20% / -10%
TRITIUM PLASMA+30% / +20%
CONFINED PLASMA+20% / +10%


Secondaries

  • Standard ammo types: P-2 Peacemaker, P-19 Redeemer, P-69 Veto, P-4 Senator, P-113 Verdict, P-92 Warrant and SG-22 Bushwhacker.
  • Energy ammo types: LAS-58 Talon, LAS-7 Dagger (pays in heat) and PLAS-15 Loyalist.
  • Explosive launchers: GP-31 Grenade Pistol and P-33 Missile Pistol. Incendiary, EM and Gas halve the direct hit (damage and durable damage -50%) and replace the explosion with a stock grenade explosion (G-13 incendiary, G-23 stun, G-4 gas), with that grenade's own size, damage and effect.
  • GP-20 Ultimatum: the same, but with orbital explosions.




ROADMAP

  1. More ammunition types.
  2. More secondaries (Breacher, Crisper, Re-Educator) if their data becomes reachable.
  3. Vehicle expansion: Helldivers' Ammunition: Beasts of Steel (standalone).




Limits and not supported
  • Fire rate: some weapons' fire rate is hard to pin down or does not exist (charge, beam and arc weapons). They get handling costs instead.
  • Animation and sound: a changed fire rate does not change the weapon's animation or sound (for example the Blitzer cuts its animation short, the Purifier's charge-up sound stays the same length).
  • LAS-12 Sai with the Focus Lens: the lens fixes the fire rate at 600 rpm and the ammo type cannot change it. The other changes still apply. The fire rate change works with the default lens.
  • Not changed: P-34 Breacher, P-11 Stim Pistol, P-72 Crisper, P-35 Re-Educator and the LAS-22 Shear.

Known issues
  • Stalwart inherits Liberator family effects.
  • Explosive launchers can be missing their blast effect without VFX Support (see Requirements).


Info to know
  • Shared bullets: some weapons share one bullet with others (for example the Liberator family), so an ammo type can also change those weapons. The log notes it.
  • Other mods that edit stats (SHODAN Stat Editor, HD2Runtime based mods): the ammo effects are applied on top of the values found when you pick the type. A change another mod makes later is kept when an ammo type is removed, and the ammo type is applied again on top of it. Two mods editing the same stat still fight: use one of them for a given weapon. The logs say who was found (compat.* lines) and every value another mod changed (drift and restore.foreign lines).
  • The mod file is compressed. The readable source is on GitHub repository.


Requirements
  • Arsenal Mod Manager
  • Bingus Shared Loader
  • Helldivers' Ammunition: VFX Support: the napalm, gas, EMS and stun blast effects for the explosive launchers. Without it those blasts can show no effect when the matching stratagems are not in your loadout.


Installation

  1. Remove any older Helldivers' Ammunition build.
  2. Install the Bingus Shared Loader.
  3. Install the mod zip (and VFX Support) from the Releases page with Arsenal.
  4. Make sure Ammunition Mod is above VFX Mod.
  5. Launch the game and open the ship Armory.


Files
  • Choices: %LOCALAPPDATA%\CowboyBingus\Helldivers2\EnhancedAmmoVariants.txt (variant=assault_rifle:ap, one per weapon; auto=1 applies the choice of the equipped weapon)
  • Logs: %LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs\EnhancedAmmoEngine.log, EnhancedAmmoUi.log and EnhancedAmmoBoot.log

Credits

Arsenal, SHODAN Stat Editor (research references), HD2Runtime (research references), Bingus Shared Loader, and the Armor Transmog (research references). Can't express enough thanks to all of them.

Research and development - Claude Sonnet 5.5
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Uploaded by
OfficerOnyx
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First release
Last update
Platform
PC 
Version
2.3.0
Rating
4.83 star(s) 6 ratings

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4.83 star(s) 6 ratings

Latest updates

  1. Helldivers' Ammunition - 2.3.0

    New 5 Ammo Types have been added specifically for shotguns. Don't be afraid of large numbers -...
  2. Helldivers' Ammunition - 2.2.0

    New ammo types High Velocity: light, fast and steady. - Damage −15% - Durable −17% - Projectile...
  3. Helldivers' Ammunition - 2.1.3

    Changelog New Added Pulsed Plasma Ammo Type with Fire Effect for LAS-16 Sickle, LAS-12 Sai...

Terminatox13

Members
Members
Sep 12, 2026
2
1
Send logs. I can't exactly pin down the issue without them
survey=done in 4.7 s [t=52.4]
perf=last 30 s: ui 20.6 ms/s, engine 93.3 ms/s, worst frame 28 ms, frames >= 25 ms: 1 of 1371 [t=56.7]
equip.begin=looking for the equipped primary slot [t=59.7]
equip.end=checked=263699 slots=0 [t=66.6]
equip.regions=type=0x1000000 protect=0x10 x1; type=0x1000000 protect=0x2 x512; type=0x1000000 protect=0x20 x283; type=0x1000000 protect=0x4 x341; type=0x1000000 protect=0x40 x7; type=0x1000000 protect=0x8 x197; type=0x1000000 protect=0x80 x1; type=0x20000 protect=0x1 x841; type=0x20000 protect=0x104 x101; type=0x20000 protect=0x2 x7; type=0x20000 protect=0x20 x10; type=0x20000 protect=0x204 x1; type=0x20000 protect=0x4 x10850; type=0x20000 protect=0x40 x3; type=0x20000 protect=0x404 x169; type=0x40000 protect=0x2 x53; type=0x40000 protect=0x4 x25; type=0x40000 protect=0x404 x2; type=0x40000 protect=0x8 x1 [t=66.6]
perf=last 30 s: ui 0.7 ms/s, engine 39.7 ms/s, worst frame 20 ms, frames >= 25 ms: 0 of 1801 [t=86.7]
equip.begin=looking for the equipped primary slot [t=89.1]
compat.t75=shodan=no hub=no hd2runtime=yes update_bus=no [t=101.7]
equip.end=checked=279527 slots=0 [t=103.8]
equipped.fallback=slot not found: using the last weapon picked in the Armory (assault_rifle_grenadier) [t=103.8]
config=assault_rifle_grenadier|ap require_equipped=true equipped=assault_rifle_grenadier secondary=nil -> assault_rifle_grenadier|ap + none (variants (auto)) [t=103.8]
apply.ok=assault_rifle_grenadier + ap handling/weapon data at 0x246a14b5a74 (4 edits) [t=103.8]
apply.ok=assault_rifle_grenadier + ap projectile speed 920 -> 1150 at 0x24564b6f7dc [t=103.8]
apply.ok=assault_rifle_grenadier + ap at 0x24564b92910 verify=true [t=103.8]
ammo.clear=assault_rifle_grenadier [t=104.7]
config=assault_rifle|none require_equipped=true equipped=assault_rifle_grenadier secondary=nil -> none + none (variants (auto, nothing for this weapon)) [t=104.7]
restore=6 record(s) [t=104.7]
apply=none (all restored) [t=104.7]
ammo.set=assault_rifle_grenadier:ap [t=106.9]
config=assault_rifle_grenadier|ap require_equipped=true equipped=assault_rifle_grenadier secondary=nil -> assault_rifle_grenadier|ap + none (variants (auto)) [t=106.9]
apply.ok=assault_rifle_grenadier + ap handling/weapon data at 0x246a14b5a74 (4 edits) [t=106.9]
apply.ok=assault_rifle_grenadier + ap projectile speed 920 -> 1150 at 0x24564b6f7dc [t=106.9]
apply.ok=assault_rifle_grenadier + ap at 0x24564b92910 verify=true [t=106.9]
perf=last 30 s: ui 5.4 ms/s, engine 55.8 ms/s, worst frame 11 ms, frames >= 25 ms: 0 of 1344 [t=116.7]
equip.begin=looking for the equipped primary slot [t=133.8]
perf=last 30 s: ui 0.7 ms/s, engine 47.9 ms/s, worst frame 23 ms, frames >= 25 ms: 0 of 1244 [t=146.7]
equip.end=checked=289180 slots=0 [t=159.9]
perf=last 30 s: ui 0.6 ms/s, engine 30.5 ms/s, worst frame 16 ms, frames >= 25 ms: 0 of 867 [t=176.7]
compat.t180=shodan=no hub=no hd2runtime=yes update_bus=no [t=206.7]
perf=last 30 s: ui 0.5 ms/s, engine 1.8 ms/s, worst frame 2 ms, frames >= 25 ms: 0 of 1258 [t=206.7]
equip.begin=looking for the equipped primary slot [t=216.2]
perf=last 30 s: ui 0.8 ms/s, engine 59.2 ms/s, worst frame 16 ms, frames >= 25 ms: 0 of 978 [t=236.8]
equip.end=checked=317577 slots=0 [t=242.9]
perf=last 30 s: ui 0.4 ms/s, engine 12.7 ms/s, worst frame 19 ms, frames >= 25 ms: 0 of 745 [t=266.8]