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Total Arsenal Overhaul 1.1.1

A Mod for Helldivers 2
Total Arsenal Overhaul akl_mod_preview_image
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Finally it happened, after 8 days since the first assault rifles overhaul came out we made it! Thanks everyone for support, i really appreciate it.
Here it is, all-in-one—the complete overhaul!
changes all weapons and stratagems (but without melee for now, requires heal mechanic implementation). You can toggle on or off any changes in this mod! Unfortunately mods can't have categories with multiple selections.
Any suggestions or feedback are welcome. Other individual mods will be updated, except some other ones.


This mod is made with the help of Claude AI such as:
Automatization of getting specific weapon changes from full mods
Fixing lua file size issue
Writing this change list (edited by me tho)




Requires Bingus Shared Loader v18 or above



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





TOTAL ARSENAL OVERHAUL - FULL CHANGE LIST
Format: Stat: vanilla value → new value (the game's internal numbers).

========================================
PRIMARY WEAPONS
========================================

— ASSAULT RIFLES —

AR-23 Liberator
• Damage: 90 → 115
• Durable damage: 22 → 32
• Sway: 1 → 0.9

AR-23A Liberator Carbine
• Damage: 90 → 115
• Durable damage: 22 → 32
• Sway: 1 → 0.9

AR-23P Liberator Penetrator
• Damage: 65 → 90
• Durable damage: 15 → 25
• Sway: 1 → 0.9

AR-23C Liberator Concussive
• Damage: 75 → 85
• Fire rate: 400 → 520
• Sway: 1 → 0.9

StA-52 Assault Rifle
• Projectile type: Liberator's [115 2pen] → Liberator Penetrator's [90dmg 3pen]
• Fire rate (RPM): 790 → 800
• Recoil climb (vertical): 25 → 45
• Recoil drift (horizontal): 10 → 14
• Recoil drift (vertical): 15 → 20
• Sway: 1 → 0.9
• Starting magazines: 4 → 5
• Spare magazines: 6 → 7
• Magazines from supply: 6 → 7

MA5C Assault Rifle
• Damage: 90 → 105
• Durable damage: 16 → 26
• Fire rate per mode: 0, 640, 0 → 0, 900, 640
• Recoil climb (vertical): 30 → 60
• Sway: 1 → 0.95
• Magazine capacity: 32 → 60
• Starting magazines: 5 → 6
• Spare magazines: 8 → 7
• Magazines from supply: 8 → 7

AR-61 Tenderizer
• Damage: 105 → 120
• Durable damage: 30 → 60
• Sway: 1 → 0.8
• Magazine capacity: 35 → 40

BR-14 Adjudicator
• Damage: 95 → 125
• Durable damage: 23 → 30
• Burst length: 2 → 3
• Recoil drift (horizontal): 17 → 15

AR-32 Pacifier
• Damage: 55 → 75
• Durable damage: 10 → 18
• Horizontal spread: 4 → 3
• Vertical spread: 4 → 3
• Sway: 1 → 0.9

AR-59 Suppressor
• Damage: 80 → 85
• Durable damage: 20 → 25
• AP: 2 → 3
• Fire rate (RPM): 850 → 650
• Ergonomics: 60 → 40
• Recoil climb (vertical): 26 → 40
• Recoil drift (vertical): 14 → 26
• Sway: 1 → 0.9

AR-2 Coyote
• Fire effect buildup: 2 → 3

AR-11 Arbitrator
• Damage: 70 → 80
• Durable damage: 20 → 24
• Ergonomics: 30 → 40
• Sway: 1 → 0.9
• Magazines from supply: 6 → 7
• Starting rounds (underbarrel): 20 → 30
• Spare rounds (underbarrel): 20 → 30
• Rounds from supply (underbarrel): 20 → 30

AR/GL-21 One-Two
• Damage: 95 → 100
• Durable damage: 24 → 42
• Ergonomics: 30 → 40
• Starting rounds (underbarrel): 3 → 6
• Spare rounds (underbarrel): 5 → 6



— MARKSMAN RIFLES —

R-63 Diligence
• Damage: 165 → 180
• Projectile drag: 0.3 → 0.2
• Fire rate (RPM): 350 → 430
• Sway: 1 → 0.8

R-63CS Diligence Counter Sniper
• Damage: 200 → 250
• Durable damage: 50 → 70
• AP extreme: 0 → 1
• Projectile drag: 0.3 → 0.2
• Fire rate (RPM): 350 → 250
• Sway: 0.8 → 0.9

R-2124 Constitution
• Damage: 180 → 240
• Durable damage: 50 → 65
• Projectile drag: 0.3 → 0.2
• Fire rate (RPM): 60 → 150
• Ergonomics: 65 → 72
• Sway: 1 → 0.8
• Rounds per feed: 5 → 10
• Starting rounds: 60 → 80
• Spare rounds: 100 → 150
• Rounds from supply: 100 → 150

R-6 Deadeye
• Damage: 300 → 480
• Push force: 35 → 20
• AP direct: 3 → 4
• Projectile velocity: 850 → 1200
• Projectile drag: 0.3 → 0.2
• Fire rate (RPM): 100 → 70
• Sway: 1 → 0.8
• Starting rounds: 32 → 40

R-2 Amendment
• Damage: 200 → 240
• Durable damage: 50 → 60
• Projectile drag: 0.3 → 0.2
• Sway: 1 → 0.9

R-72 Censor
• Damage: 165 → 185
• Sway: 1 → 0.9

R-4 Hyena
• Fire effect buildup: 3 → 6
• Projectile drag: 0.3 → 0.2
• Ergonomics: 30 → 36
• Horizontal spread: 0.5 → 0.3
• Vertical spread: 0.5 → 0.3
• Sway: 1 → 0.9
• Magazine capacity (short): 10 → 12
• Magazine capacity (standard): 15 → 16
• Starting magazines (standard): 4 → 5
• Spare magazines (standard): 5 → 6
• Magazines from supply (standard): 5 → 6



— SUB-MACHINE GUNS —

MP-98 Knight
• Damage: 90 → 105
• Durable damage: 18 → 33
• Projectile velocity: 375 → 425
• Projectile drag: 1.2 → 0.8
• Projectile mass: 7 → 6
• Fire rate per mode: 0, 1380, 0 → 1000, 1380, 1650
• Weapon function (left): none → rate of fire
• Magazine capacity (standard): 50 → 70
• Magazine capacity (extended): 70 → 90
• Starting magazines (standard): 5 → 7
• Spare magazines (standard): 7 → 8
• Spare magazines (extended): 5 → 6
• Magazines from supply (standard): 7 → 8
• Magazines from supply (extended): 5 → 6

SMG-203 Gallant
• Damage: 65 → 90
• Durable damage: 13 → 28
• Projectile drag: 1.2 → 0.8
• Fire rate per mode: 0, 1380, 0 → 1000, 1380, 1650
• Magazine capacity (extended solvent): 70 → 90
• Magazine capacity (standard solvent): 50 → 70
• Starting magazines (standard solvent): 5 → 7
• Spare magazines (extended solvent): 5 → 6
• Spare magazines (standard solvent): 7 → 8
• Magazines from supply (extended solvent): 5 → 6
• Magazines from supply (standard solvent): 7 → 8

StA-11 SMG
• Damage: 90 → 105
• Durable damage: 18 → 33

SMG-37 Defender
• Damage: 110 → 120
• Durable damage: 22 → 34
• Projectile drag: 1.2 → 0.8
• Fire rate per mode: 0, 520, 0 → 0, 640, 540
• Weapon function (left): none → rate of fire
• Ergonomics modifier (drum): -15 → -10
• Starting magazines (drum): 3 → 4
• Spare magazines (extended): 7 → 8
• Spare magazines (drum): 4 → 5
• Magazines from supply (extended): 7 → 8
• Magazines from supply (drum): 4 → 5
• Reload time (s, standard): 2.3 → 2
• Reload time (s, extended): 2.8 → 2.4
• Reload time (s, drum): 3.3 → 3

SMG-72 Pummeler
• Damage: 85 → 90
• Durable damage: 17 → 20
• Status effect type: stun medium → stun large
• Stun effect buildup: 2 → 3.5
• Projectile drag: 1.2 → 0.8
• Fire rate (RPM): 475 → 500
• Spare magazines: 7 → 8
• Magazines from supply: 7 → 8

SMG-32 Reprimand
• Damage: 140 → 120
• Durable damage: 32 → 38
• Projectile velocity: 285 → 530
• Projectile drag: 1.2 → 0.6
• Fire rate per mode: 0, 490, 0 → 0, 590, 490
• Ergonomics: 55 → 65
• Horizontal spread: 5 → 3
• Vertical spread: 5 → 3
• Recoil climb (vertical): 55 → 45
• Recoil drift (vertical): 40 → 32
• Sway: 1 → 0.9
• Magazine capacity: 25 → 35

M7S SMG
• Damage: 90 → 100
• Durable damage: 18 → 26
• AP direct: 2 → 3
• Projectile drag: 1.2 → 0.6
• Fire rate (RPM): 872 → 900
• Starting magazines: 5 → 6
• Spare magazines: 7 → 8
• Magazines from supply: 7 → 8

SMG/FLAM-34 Stoker
• Damage: 130 → 140
• Durable damage: 30 → 48
• Projectile velocity: 285 → 405
• Projectile drag: 1.2 → 0.8
• Projectile mass: 15 → 9
• Ergonomics modifier (drum magazine): -15 → -10
• Magazine capacity (standard magazine): 25 → 30
• Spare magazines (standard magazine): 13 → 12
• Spare magazines (extended magazine): 5 → 7
• Spare magazines (drum magazine): 4 → 5
• Magazines from supply (standard magazine): 13 → 12
• Magazines from supply (extended magazine): 5 → 7
• Magazines from supply (drum magazine): 4 → 5
• Reload time (s, extended magazine): 2.8 → 2.3
• Reload time (s, drum magazine): 3.3 → 3



— SHOTGUNS —

SG-8 Punisher
• Damage: 45 → 50
• Durable damage: 12 → 15
• AP (slight / direct / large): 2 → 3
• AP extreme: 0 → 1
• Fire rate (RPM): 80 → 110
• Starting rounds: 32 → 40
• Spare rounds: 60 → 68
• Rounds from supply: 60 → 68

SG-225 Breaker
• Durable damage: 6 → 9
• Stagger: 15 → 20
• AP (slight / direct / large): 2 → 3
• Ergonomics modifier (drum): -15 → -10
• Spare magazines (magazine standard): 11 → 12
• Spare magazines (magazine extended): 7 → 9
• Spare magazines (drum): 4 → 5
• Magazines from supply (magazine standard): 11 → 12
• Magazines from supply (magazine extended): 7 → 9
• Magazines from supply (drum): 4 → 5

SG-8S Slugger
• Demolition: 10 → 20
• AP extreme: 0 → 1
• Projectile drag: 2 → 1
• Fire rate (RPM): 80 → 100
• Spare rounds: 60 → 68
• Rounds from supply: 60 → 68

SG-225SP Breaker Spray&Pray
• Damage: 15 → 30
• Durable damage: 4 → 9
• AP large: 2 → 1
• Projectile drag: 0.5 → 1.5
• Pellets per shot: 16 → 7
• Fire rate (RPM): 330 → 600
• Ergonomics: 65 → 45
• Recoil climb (horizontal): 35 → 20
• Recoil climb (vertical): 55 → 35
• Recoil drift (horizontal): 35 → 20
• Recoil drift (vertical): 35 → 20
• Magazine capacity (magazine standard light): 13 → 50
• Magazine capacity (magazine extended light): 16 → 75
• Magazine capacity (drum light): 26 → 150
• Starting magazines (magazine standard light): 12 → 5
• Starting magazines (magazine extended light): 9 → 4
• Starting magazines (drum light): 6 → 2
• Spare magazines (magazine standard light): 20 → 5
• Spare magazines (magazine extended light): 13 → 4
• Spare magazines (drum light): 8 → 2
• Magazines from supply (magazine standard light): 20 → 5
• Magazines from supply (magazine extended light): 13 → 4
• Magazines from supply (drum light): 8 → 2
• Reload time (s, magazine standard light): 2 → 3
• Reload time (s, magazine extended light): 2.5 → 4
• Reload time (s, drum light): 3 → 5

SG-225IE Breaker Incendiary
• Durable damage: 10 → 3
• Status effect buildup: 0.6 → 1
• Pellets per shot: 12 → 20
• Fire rate (RPM): 300 → 250

SG-451 Cookout
• Durable damage: 3 → 4
• Status effect buildup: 0.6 → 1
• Spare rounds: 60 → 65
• Rounds from supply: 60 → 76

SG-20 Halt
• Primary damage: 35 → 38
• Alternate status buildup (alt ammo): 1 → 3
• Primary AP extreme: 0 → 1
• Fire rate (RPM): 80 → 100
• Starting rounds: 32 → 40
• Spare rounds: 60 → 68
• Rounds from supply: 60 → 68

DBS-2 Double Freedom
• Damage: 70 → 80
• Durable damage: 35 → 45
• Demolition: 10 → 20
• AP extreme: 0 → 2
• Horizontal spread: 150 → 220
• Vertical spread: 120 → 155
• Starting rounds: 22 → 40
• Spare rounds: 40 → 60
• Rounds from supply: 40 → 60

M90A Shotgun
• Damage: 55 → 57
• Durable damage: 20 → 18
• Demolition: 10 → 20
• AP (slight / direct / large): 2 → 3
• AP extreme: 0 → 2
• Pellets per shot: 11 → 15
• Ergonomics: 65 → 50
• Horizontal spread: 120 → 170
• Vertical spread: 100 → 160
• Recoil climb (vertical): 200 → 300
• Recoil drift (vertical): 40 → 80
• Starting rounds: 24 → 35
• Spare rounds: 44 → 55
• Rounds from supply: 44 → 55

SG-97 Sweeper
• AP extreme: 0 → 1
• Ergonomics: 65 → 55
• Spare rounds: 70 → 77
• Rounds from supply: 70 → 77



— EXPLOSIVE WEAPONS —

They got ice cream for doing good job 😇



— ENERGY WEAPONS —

PLAS-1 Scorcher
• AP direct: 2 → 3
• AP extreme: 0 → 2
• Inner radius: 1 → 1.5
• Outer radius: 2 → 3
• Sway: 1 → 0.9
• Magazine capacity: 20 → 26
• Magazine capacity (standard): 15 → 20

LAS-16 Sickle
• Damage: 60 → 80
• Durable damage: 6 → 10
• Projectile velocity: 1300 → 1500
• Horizontal spread: 20 → 15
• Vertical spread: 20 → 15
• Sway: 1 → 0.9
• Cooling per second: 8 → 10

SG-8P Punisher Plasma
• Explosion damage: 225 → 230
• Explosion durable damage: 225 → 230
• Outer radius: 3 → 3.7
• Shockwave radius: 4 → 4.2

ARC-12 Blitzer
• Damage: 50 → 75
• Demolition: 10 → 20
• Status effect buildup: 0.9 → 1.3
• AP slight: 3 → 4
• AP direct: 3 → 4
• AP extreme: 0 → 3

PLAS-101 Purifier
• AP extreme: 0 → 2
• Outer radius: 3 → 3.5
• Shockwave radius: 4 → 4.5
• Sway: 1 → 0.9

PLAS-39 Accelerator Rifle
• Damage: 250 → 300
• AP extreme: 0 → 3
• Projectile velocity: 1000 → 1800
• Fire rate (RPM): 550 → 700
• Ergonomics: 60 → 65
• Sway: 1 → 0.8
• Magazine capacity: 9 → 18
• Spare magazines: 12 → 7
• Magazines from supply: 12 → 8

LAS-17 Double-Edge Sickle
• Cooling per second: 8 → 10
• Starting heatsinks: 2 → 3
• Spare heatsinks: 3 → 5

LAS-13 Trident
• Durable damage: 6 → 10
• Cooling per second: 15 → 23

R/40-K Hot-Shot Marksman Rifle
• AP extreme: 0 → 2
• Projectile velocity: 500 → 1500
• Fire mode: single → burst
• Burst length: 1 → 3
• Sway: 1 → 0.8
• Magazine capacity: 12 → 20
• Spare magazines: 7 → 6
• Magazines from supply: 7 → 6

Sai
• Damage: 80 → 60
• Durable damage: 4 → 8
• Projectile velocity: 100 → 700
• Fire rate per mode: 0, 800, 0 → 0, 1200, 800
• Ergonomics: 65 → 75
• Horizontal spread: 140 → 80
• Vertical spread: 140 → 80
• Recoil climb (vertical): 25 → 14
• Heat per shot: 2 → 1.35
• Cooling per second: 5.4 → 8



— SPECIAL WEAPONS —

JAR-5 Dominator
• Damage: 275 → 260
• AP (slight / direct / large): 3 → 4
• Traits: medium armor penetrating → heavy armor penetrating, explosive
• Projectile velocity: 180 → 350
• Impact explosion: none → P/40-K Bolt Pistol explosion
• Fire rate (RPM): 250 → 200
• Ergonomics: 30 → 18
• Horizontal spread: 10 → 5
• Vertical spread: 10 → 5
• Recoil climb (horizontal): 50 → 180
• Recoil climb (vertical): 120 → 1200
• Recoil drift (horizontal): 30 → 70
• Recoil drift (vertical): 30 → 620
• Sway: 0.8 → 1
• Magazine capacity: 15 → 10
• Starting magazines: 4 → 5
• Spare magazines: 6 → 7
• Magazines from supply: 6 → 7
• Reload time (s): 3.8 → 4.5

FLAM-66 Torcher
• Damage: 2 → 3
• Durable damage: 2 → 3
• Status effect buildup: 2 → 4
• Status 2 buildup: 3 → 5
• Magazine capacity: 100 → 120
• Spare magazines: 6 → 7
• Magazines from supply: 6 → 7

VG-70 Variable
• Damage: 85 → 95
• Durable damage: 23 → 35
• AP slight: 2 → 3
• AP extreme: 0 → 1
• Ergonomics: 25 → 45
• Starting magazines: 6 → 7
• Spare magazines: 7 → 9
• Magazines from supply: 7 → 9

========================================
SECONDARY WEAPONS
========================================

P-2 Peacemaker
• Fire rate (RPM): 900 → 1600
• Fire modes: single → burst
• Burst length: 1 → 3
• Recoil drift (horizontal): 20 → 10
• Recoil drift (vertical): 40 → 24
• Sway: 1 → 0.9
• Magazine capacity: 15 → 42
• Reload time (s): 1.8 → 1.6

P-19 Redeemer
• Fire rate per mode: 0, 1100, 0 → 0, 1400, 800
• Weapon function (left): none → rate of fire
• Recoil climb (horizontal): 5 → 4
• Recoil drift (horizontal): 20 → 15
• Recoil drift (vertical): 20 → 15
• Magazine capacity: 31 → 52
• Reload time (s): 2.1 → 1.7

P-4 Senator
• Damage: 225 → 360
• Durable damage: 75 → 100
• Stagger: 20 → 35
• Push force: 10 → 20
• AP extreme: 0 → 3
• Projectile drag: 1.2 → 0.3
• Fire rate (RPM): 200 → 120
• Horizontal spread: 8 → 1
• Vertical spread: 8 → 1
• Recoil climb (vertical): 50 → 150
• Recoil drift (vertical): 50 → 150
• Sway: 1 → 0.7
• Starting rounds: 32 → 42
• Spare rounds: 40 → 54
• Rounds from supply: 40 → 54

P-113 Verdict
• Damage: 140 → 160
• Durable damage: 32 → 40
• AP extreme: 0 → 2
• Projectile velocity: 285 → 500
• Projectile drag: 1.2 → 0.5
• Fire rate (RPM): 450 → 570
• Horizontal spread: 8 → 3
• Vertical spread: 8 → 3
• Recoil climb (vertical): 45 → 40
• Recoil drift (horizontal): 20 → 12
• Recoil drift (vertical): 50 → 40
• Sway: 1 → 0.8
• Magazine capacity: 10 → 16
• Spare magazines: 10 → 8
• Magazines from supply: 10 → 8

P-92 Warrant
• Damage: 80 → 90
• Durable damage: 20 → 40
• AP extreme: 0 → 2
• Projectile velocity: 285 → 400
• Fire rate (RPM): 450 → 500
• Recoil climb (vertical): 45 → 38
• Magazine capacity: 13 → 18
• Starting magazines: 4 → 5

M6C/SOCOM Pistol
• Damage: 125 → 200
• Durable damage: 28 → 60
• Stagger: 15 → 20
• AP (slight / direct / large): 2 → 3
• AP extreme: 0 → 1
• Armor penetration class (shown in game): light → medium
• Projectile drag: 1.2 → 0.4
• Fire rate (RPM): 900 → 230
• Horizontal spread: 10 → 6
• Vertical spread: 10 → 6
• Recoil climb (horizontal): 3 → 7
• Recoil climb (vertical): 15 → 80
• Recoil drift (vertical): 40 → 58
• Sway: 1 → 0.8
• Spare magazines: 10 → 6
• Magazines from supply: 10 → 6

P-69 Veto
• Damage: 105 → 125
• Durable damage: 35 → 45
• Projectile velocity: 375 → 450
• Starting rounds: 52 → 65
• Spare rounds: 90 → 105
• Rounds from supply: 90 → 105

LAS-7 Dagger
• Sway: 1 → 0.9
• Heat per second: 15 → 10

SG-22 Bushwhacker
• Damage: 45 → 50
• AP (slight / direct / large): 2 → 3
• AP extreme: 0 → 1
• Armor penetration class (shown in game): light → medium
• Starting rounds: 30 → 35
• Spare rounds: 30 → 35
• Rounds from supply: 30 → 35

P-72 Crisper
• Magazine capacity: 50 → 75

P-11 Stim Pistol
• Projectile velocity: 300 → 600
• Sway: 1 → 0.8
• Starting rounds: 18 → 25
• Spare rounds: 24 → 30
• Rounds from supply: 18 → 25

PLAS-15 Loyalist
• Outer radius: 1.5 → 1.8
• Horizontal spread: 10 → 6
• Vertical spread: 10 → 6

GP-20 Ultimatum
• Starting magazines: 0 → 1

LAS-58 Talon
• AP extreme: 0 → 2
• Sway: 1 → 0.7

P-35 Re-Educator
• Damage: 60 → 80
• Durable damage: 10 → 20
• Status 3 type: none → burning heavy
• Status 3 buildup: 0 → 3
• Projectile velocity: 150 → 450
• Projectile drag: 2 → 0.3
• Projectile mass: 10 → 3
• Penetration slowdown: 0 → 0.25
• Fire rate (RPM): 110 → 200
• Ergonomics: 100 → 80
• Magazine capacity: 6 → 16
• Starting magazines: 2 → 5
• Spare magazines: 2 → 5
• Magazines from supply: 2 → 5

P-33 Missile Pistol
• Sway: 1 → 0.95
• Starting magazines: 1 → 3
• Spare magazines: 3 → 4

P-34 Breacher
• Starting magazines: 1 → 2
• Magazines from supply: 1 → 2

========================================
THROWABLES
========================================

G-12 High Explosive
• Explosion damage: 800 → 1200
• Explosion durable damage: 800 → 1200
• Inner radius: 2.5 → 4
• Outer radius: 7 → 10
• Fuse time (s): 3.5 → 3

G-6 Frag
• Damage (shrapnel): 110 → 180
• Durable damage (shrapnel): 35 → 90

G-10 Incendiary
• Effect strength (fire status): 50 → 100
• Effect duration (fire status): 3 → 4
• Fuse time (s): 2.9 → 2.4

G-7 Pineapple
• Explosion damage (bomblets): 100 → 300
• Explosion durable damage (bomblets): 100 → 150
• Explosion AP direct: 3 → 4
• Inner radius (bomblets): 2.5 → 3
• Fuse time (s): 2.4 → 2.2

G-16 Impact
• Explosion damage: 400 → 600
• Explosion durable damage: 400 → 600
• Inner radius: 2.5 → 3.5

G-3 Smoke
• Outer radius: 8 → 12
• Fuse time (s): 2.4 → 2
• Starting count: 4 → 6
• Max carried: 5 → 7
• Per resupply: 3 → 4

G-23 Stun
• Effect duration (stun large status): 5 → 10
• Fuse time (s): 1.8 → 1.4
• Starting count: 4 → 5
• Max carried: 5 → 7

G-123 Thermite
• Max carried: 3 → 4

K-2 Throwing Knife
• Damage: 300 → 450
• Durable damage: 150 → 450
• Starting count: 10 → 99
• Max carried: 20 → 99
• Per resupply: 20 → 50

G-50 Seeker
• Explosion damage: 500 → 700
• Explosion durable damage: 500 → 700
• Max carried: 5 → 6
• Per resupply: 3 → 4

G-142 Pyrotech
• Outer radius: 5 → 6
• Fuse time (s): 2.9 → 2.4

G-109 Urchin
• Explosion damage: 0 → 50
• Explosion durable damage: 0 → 50
• Outer radius: 4 → 7
• Fuse time (s): 2.9 → 2.4
• Starting count: 4 → 5
• Max carried: 5 → 7
• Per resupply: 3 → 4

TM-1 Lure Mine
• Explosion damage: 1000 → 1200
• Explosion durable damage: 1000 → 1200
• Inner radius: 2 → 3
• Max carried: 4 → 5
• Per resupply: 2 → 3

G-89 Smokescreen
• Outer radius: 5 → 6
• Starting count: 4 → 5
• Max carried: 5 → 7
• Per resupply: 3 → 5

G/SH-39 Shield
• Shield durability: 1000 → 1200
• Shield radius: 1.8 → 2.2
• Max carried: 4 → 5
• Per resupply: 2 → 3

G-48 Giga Grenade
• Explosion damage: 2000 → 2200
• Explosion durable damage: 2000 → 2200
• Inner radius: 2 → 4
• Max carried: 2 → 3

G/40-K Melta Mine
• Explosion damage: 2000 → 2300
• Explosion durable damage: 2000 → 2300

G-8 Immolation
• Outer radius: 10 → 12
• Shockwave radius: 10 → 12

G-60 Anti-Tank Seeker
• Explosion damage: 1800 → 2000
• Explosion durable damage: 1800 → 2000

========================================
STRATAGEMS
========================================

— SUPPORT WEAPONS —

MG-43 Machine Gun
• Damage: 90 → 120
• Durable damage: 23 → 40
• AP extreme: 1 → 2
• Fire rate per mode: 630, 760, 900 → 700, 850, 1000
• Ergonomics: 15 → 18
• Recoil climb (vertical): 30 → 40
• Recoil drift (vertical): 20 → 30
• Starting magazines: 2 → 3
• Spare magazines: 3 → 4
• Magazines from supply: 2 → 3
• Reload time (s): 4.5 → 3.5

M-105 Stalwart
• Fire rate per mode: 700, 850, 1150 → 850, 1000, 1250

APW-1 Anti-Materiel Rifle
• Damage: 450 → 500
• Durable damage: 225 → 250
• Stagger: 25 → 35
• Push force: 25 → 60
• AP extreme: 0 → 3
• Sway: 1 → 0.8
• Third-person reticle: off → on
• Magazine capacity: 7 → 10
• Starting magazines: 5 → 4
• Spare magazines: 8 → 6

EAT-17 Expendable Anti-Tank
• Ergonomics: 15 → 20

FLAM-40 Flamethrower
• Ergonomics: 5 → 15

AC-8 Autocannon
• Damage: 325 → 400

MG-206 Heavy Machine Gun
• Damage: 150 → 200
• Durable damage: 35 → 80
• Demolition: 15 → 20
• Stagger: 25 → 30
• AP extreme: 0 → 3
• Fire rate per mode: 450, 600, 750 → 500, 700, 900
• Reload time (s): 5.5 → 5

MLS-4X Commando
• Call-in time (s): 3 → 2
• Cooldown (s): 120 → 90
• Ergonomics: 10 → 15

RL-77 Airburst Rocket Launcher
• Damage: 350 → 500
• Durable damage: 350 → 500
• Reload time (s): 5 → 4

RS-422 Railgun
• Durable damage: 225 → 275
• Demolition: 10 → 20
• Push force: 15 → 25
• Projectile drag: 0.3 → 0.1

StA-X3 W.A.S.P. Launcher
• Inner radius: 2.5 → 3

LAS-98 Laser Cannon
• Beam fire rate: 60 → 70

ARC-3 Arc Thrower
• Minimum charge time: 0.7 → 0.4
• Arc range: 55 → 60

LAS-99 Quasar Cannon
• Cooling per second: 6.66 → 7

GL-52 De-Escalator
• Status effect type: none → stun medium
• Status effect buildup: 0 → 0.49
• Inner radius: 1 → 3
• Outer radius: 3 → 4
• Shockwave radius: 4 → 5
• Starting rounds: 32 → 40
• Spare rounds: 40 → 48
• Rounds from supply: 40 → 58
• Reload time (s): 2.5 → 2.2

PLAS-45 Epoch
• Cooldown (s): 480 → 400
• Projectile lifetime: 0.6 → 10
• Inner radius: 2.3 → 3
• Outer radius: 3 → 4.5
• Horizontal spread: 30 → 15
• Vertical spread: 30 → 15

S-11 Speargun
• Durable damage: 275 → 350
• Projectile velocity: 300 → 400
• Starting magazines: 12 → 16
• Spare magazines: 12 → 16
• Magazines from supply: 6 → 10
• Reload time (s): 2.5 → 2.2

EAT-700 Expendable Napalm
• Cooldown (s): 140 → 100
• Ergonomics: 15 → 18

MS-11 Solo Silo
• Cooldown (s): 180 → 145
• Inner radius: 3 → 4
• Outer radius: 6 → 10

M-1000 Maxigun
• Stagger: 15 → 30
• Push force: 12 → 10
• Status effect type: none → stun small
• Status effect buildup: 0 → 0.15
• AP direct: 3 → 4
• AP extreme: 0 → 2
• Fire rate per mode: 1500, 1500, 1500 → 1000, 1500, 2000
• Spin-up time: 0.5 → 0.3
• Spin-down time: 0.5 → 0.2
• Weapon function (left): none → rate of fire
• Ergonomics: 4 → 10
• Must stand still while firing: on → off

B/MD C4 Pack
• Explosion damage: 2000 → 2200
• Explosion durable damage: 2000 → 2200

EAT-411 Leveller
• Inner radius: 10 → 15
• Outer radius: 25 → 30
• Recoil climb (vertical): 10 → 70
• Recoil drift (vertical): 10 → 70

GL-28 Belt-Fed Grenade Launcher
• Explosion damage: 150 → 200
• Explosion durable damage: 150 → 200

B/FLAM-80 Cremator
• Ergonomics: 5 → 10
• Reserve capacity: 500 → 600
• Starting reserve: 500 → 600
• Reserve per resupply: 250 → 300

MGX-42 Bullet Storm
• Push force: 10 → 15
• AP slight: 2 → 3
• AP direct: 2 → 3
• AP extreme: 0 → 1
• Projectile velocity: 450 → 550
• Projectile drag: 0.6 → 0.4
• Ergonomics: 25 → 30
• Recoil climb (vertical): 8 → 20
• Recoil drift (vertical): 10 → 15
• Magazine capacity: 300 → 252

40-K Meltagun
• Beam length: 15 → 20



— BACKPACKS —

B-1 Supply pack
• Cooldown (s): 480 → 140
• Max uses: unlimited → 4

LIFT-850 Jump Pack
• Recharge time (s): 15 → 12

SH-20 Ballistic Shield Backpack
• Cooldown (s): 240 → 220
• Health: 1000 → 2000

AX/LAS-5 Rover
• Reserve per resupply: 2 → 4

SH-32 Shield Generator Pack
• Shield durability: 150 → 225
• Shield recharge delay: 60 → 10
• Broken shield recharge delay: 12 → 10
• Shield recharge rate: 150 → 185

SH-51 Directional Shield
• Health: 400 → 600
• Shield durability: 1000 → 1300
• Shield recharge rate: 300 → 400

AX/FLAM-75 Hot Dog
• Magazine capacity (drone): 80 → 90

B-100 Portable Hellbomb
• Cooldown (s): 300 → 240

AX/ARC-3 K-9
• Damage (drone): 250 → 600
• Durable damage (drone): 45 → 100
• Demolition (drone): 10 → 30

LIFT-860 Hover Pack
• Recharge time (s): 11.5 → 10
• Hover duration: 6 → 7
• Hover max horizontal speed: 3.5 → 4.5
• Air control: 4 → 5

LIFT-182 Warp Pack
• Warp cooldown rate: 6 → 6.4

— VEHICLES —

EXO-45 Patriot Exosuit
• Damage (left gun): 1250 → 1400
• Durable damage (left gun): 1250 → 1400
• AP extreme (left gun): 0 → 4
• Projectile velocity (left gun): 200 → 800
• Magazine capacity (left gun): 14 → 20
• Magazine capacity (right gun): 1350 → 1700
• Health (left gun, right gun): 800 → 1400
• Zone health (left gun, right gun): 800 → 1400

EXO-49 Emancipator Exosuit
• Magazine capacity (left gun, right gun): 100 → 150
• Health: 1800 → 2000

EXO-55 Breakthrough Exosuit
• AP extreme (right gun): 0 → 3
• Health: 1800 → 2000
• Health (right gun): 800 → 1400
• Zone health (right gun): 800 → 1400

EXO-51 Lumberer Exosuit
• AP extreme (right gun): 3 → 4
• Magazine capacity (left gun): 500 → 900
• Magazine capacity (right gun): 25 → 28
• Health: 1800 → 2000
• Health (left gun): 800 → 1400
• Zone health (left gun): 800 → 1400

M-102 Gunner FRV
• Magazine capacity (gun): 100 → 170
• Starting magazines (gun): 4 → 8
• Steering response: 3.1 → 4

M-103 Supply FRV
• Magazine capacity (gun): 120 → 240
• Turret pitch speed (gun): 90 → 130
• Turret yaw speed (gun): 130 → 230
• Steering response: 3.1 → 4

M-104 Incinerator FRV
• Magazine capacity (gun): 800 → 1500
• Health: 2900 → 3500
• Armor: 3 → 4
• Zone armor (zones 6, 7, 8, 9, 25, 26, 27, 28): 3 → 4
• Zone armor (zone 0): 2 → 3
• Steering response: 3.1 → 4

TD-220 Bastion MK XVI
• Magazine capacity (coaxial MG): 2000 → 2500
• Starting magazines (main cannon): 30 → 35
• Spare magazines (main cannon): 30 → 35
• Magazines from supply (main cannon): 30 → 35
• Health: 8000 → 9000
• Zone armor (zones 6, 7, 8, 10, 11): 2 → 4
• Zone armor (zone 9): 2 → 6
• Turret pitch min (coaxial MG, main cannon): -3 → -4
• Turret pitch max (coaxial MG, main cannon): 25 → 30
• Turret yaw min (main cannon): -20 → -26
• Turret yaw max (main cannon): 20 → 26
• Steering response: 2.25 → 3.5

TD-110 Maelstrom
• Projectile drag (slot 2): 0.3 → 0.1
• Magazine capacity (main cannon): 300 → 1800
• Magazine capacity (slot 2): 20 → 25
• Starting magazines (main cannon): 6 → 2
• Spare magazines (main cannon): 6 → 2
• Magazines from supply (main cannon): 6 → 2
• Reload time (s, main cannon): 4 → 6
• Health: 8000 → 9000
• Zone armor (zones 6, 7, 8, 9, 10, 11): 2 → 4
• Turret pitch min (main cannon): -3 → -4
• Turret pitch max (main cannon): 25 → 38
• Turret pitch speed (main cannon): 25 → 32
• Turret yaw min (main cannon): -20 → -26
• Turret yaw max (main cannon): 20 → 26
• Turret yaw speed (main cannon): 35 → 42
• Steering response: 2.25 → 3.5

— DEFENSIVE STRATAGEMS —

A/MG-43 Machine Gun Sentry
• Call-in time (s): 3 → 0
• Cooldown (s): 90 → 85
• Deployed lifetime (s): 150 → 160
• Magazine capacity: 175 → 190
• Health: 400 → 600
• Zone health (zone 0): 400 → 600
• Turret pitch min: -60 → -75

A/G-16 Gatling Sentry
• Deployed lifetime (s): 150 → 160
• Magazine capacity: 500 → 650
• Health: 400 → 600
• Zone health (zone 0): 400 → 600
• Turret pitch min: -60 → -75

A/AC-8 Autocannon Sentry
• Magazine capacity: 24 → 30
• Health: 400 → 600
• Zone health (zone 0): 400 → 600
• Turret pitch min: -60 → -75

A/MLS-4X Rocket Sentry
• Outer radius: 4 → 5
• Health: 400 → 600
• Zone health (zone 0): 400 → 600
• Turret pitch min: -45 → -55

A/M-12 Mortar Sentry
• Health: 400 → 800
• Armor: 2 → 3
• Zone health (zone 0): 400 → 600

A/M-23 EMS Mortar Sentry
• Health: 400 → 800
• Armor: 2 → 3
• Zone health (zone 0): 400 → 600

A/GM-17 Gas Mortar Sentry
• Health: 400 → 800
• Armor: 2 → 3
• Zone health (zone 0): 400 → 600

A/LAS-98 Laser Sentry
• Damage: 350 → 525
• Durable damage: 200 → 340
• Heat capacity: 250 → 275
• Cooling per second: 5 → 8
• Health: 400 → 600
• Zone health (zone 0): 400 → 600
• Turret pitch min: -60 → -75
• Targeting range: 50 → 70

A/FLAM-40 Flame Sentry
• Call-in time (s): 3 → 0
• Health: 400 → 750
• Zone health (zone 0): 400 → 600
• Turret pitch min: -45 → -60

A/ARC-3 Tesla Tower
• Deployed lifetime (s): 150 → 160
• Effect duration: 1.5 → 2
• Arc range: 20 → 24
• Health: 600 → 1000
• Armor: 1 → 3
• Zone health (zone 0): 600 → 1000
• Zone armor (zone 0): 1 → 3
• Targeting range: 25 → 30

FX-12 Shield Generator Relay
• Cooldown (s): 90 → 65
• Deployed lifetime (s): 40 → 60
• Health: 450 → 1000
• Armor: 2 → 3
• Zone health (zone 0): 450 → 1000
• Zone armor (zone 0): 2 → 3
• Shield durability: 4000 → 5000
• Shield radius: 15 → 10

E/MG-101 HMG Emplacement
• Cooldown (s): 180 → 170
• Magazine capacity: 300 → 600
• Health: 1000 → 2400
• Zone health (zone 0): 1000 → 2000

E/GL-21 Grenadier Battlement
• Call-in time (s): 3 → 0

E/AT-12 Anti-Tank Emplacement
• Call-in time (s): 3 → 0
• Cooldown (s): 180 → 170
• Damage: 1300 → 1200
• Durable damage: 1300 → 1200
• Explosion damage: 150 → 300
• Explosion durable damage: 150 → 300
• Health: 300 → 1000
• Zone health (zone 0): 300 → 1000

MD-6 Anti-Personnel Minefield
• Call-in time (s): 3 → 0
• Cooldown (s): 120 → 85
• Explosion damage: 700 → 750
• Explosion durable damage: 700 → 750
• Inner radius: 1.2 → 2

MD-I4 Incendiary Mines
• Call-in time (s): 3 → 0
• Cooldown (s): 120 → 100
• Explosion damage: 300 → 400
• Explosion durable damage: 300 → 400
• Inner radius: 1.2 → 2
• Outer radius: 4 → 5

MD-17 Anti-Tank Mines
• Call-in time (s): 3 → 0
• Cooldown (s): 120 → 100
• Inner radius: 3 → 4
• Outer radius: 7 → 8

MD-8 Gas Mines
• Call-in time (s): 3 → 0
• Cooldown (s): 120 → 100

— OFFENSIVE STRATAGEMS —

Eagle 500kg Bomb
• Damage: 2000 → 2500
• Durable damage: 2000 → 2500
• Explosion damage: 1500 → 1800
• Explosion durable damage: 1500 → 1800

Eagle Strafing Run
• Cooldown (s): 15 → 12
• Rearm time (s): 150 → 120

Eagle 110mm Rocket Pods
• Cooldown (s): 15 → 10
• Uses per rearm: 3 → 4
• Damage: 600 → 800
• Durable damage: 600 → 800

Eagle Airstrike
• Cooldown (s): 15 → 12
• Explosion damage: 800 → 1000
• Explosion durable damage: 800 → 1000
• Outer radius: 10 → 14
• Shockwave radius: 14 → 16

Eagle Cluster Bomb
• Cooldown (s): 15 → 12

Eagle Napalm Airstrike
• Cooldown (s): 15 → 12
• Outer radius: 10 → 14
• Shockwave radius: 15 → 16

Eagle Smoke Strike
• Cooldown (s): 15 → 6
• Uses per rearm: 2 → 5

Orbital Precision Strike
• Cooldown (s): 80 → 70
• Inner radius: 4 → 6
• Outer radius: 12 → 16
• Shockwave radius: 18 → 20

Orbital Gatling Barrage
• Durable damage: 200 → 250

Orbital Gas Strike
• Cooldown (s): 75 → 70
• Damage: 300 → 500
• Durable damage: 300 → 500

Orbital Airburst Strike
• Cooldown (s): 100 → 70

Orbital Smoke Strike
• Cooldown (s): 75 → 60

Orbital EMS Strike
• Cooldown (s): 75 → 60

Orbital Walking Barrage
• Shells per salvo: 3 → 4

Orbital Laser
• Cooldown (s): 300 → 240

Orbital Napalm Barrage
• Outer radius: 10 → 12
• Outer radius (stage 2): 10 → 11

Orbital Railcannon Strike
• Cooldown (s): 180 → 90

========================================
NO CHANGES (vanilla stats)
========================================
Explosive Weapons: R-36 Eruptor, CB-9 Exploding Crossbow, GL-15 Evictor
Energy Weapons: LAS-5 Scythe
Secondary Weapons: GP-31 Grenade Pistol(this one i'll fix don't worry), P/40-K Bolt Pistol
Throwables: TED-63 Dynamite, G-13 Incendiary Impact, G-4 Gas, G-31 Arc
Support Weapons: GR-8 Recoilless Rifle, FAF-14 Spear, GL-21 Grenade Launcher, TX-41 Sterilizer
Backpacks: AX/AR-23 Guard Dog, AX/TX-13 Dog Breath
Offensive Stratagems: Eagle Gas Airstrike, Orbital 120mm HE Barrage, Orbital 380mm HE Barrage
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D-Glitch
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Comments
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First release
Last update
Platform
PC 
Version
1.1.1
Total Size
5.2 MB
Rating
5.00 star(s) 2 ratings

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Latest updates

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  2. 1.1.0

    Energy weapons update! Scythe sway: 1 -> 0.8 Sickle and DE Sickle Damage: 80 -> 95 Durable...
  3. 1.0.2

    Same update as in secondaries mod* While playing, i noticed that M6C pistol was not that good...

Miguel2198ES

Members
Members
Sep 28, 2026
9
4
This unified mod is a godsent ngl, thanks for taking your time and balancing everything, might not seem like a lot but some of us suck eggs at balancing, this makes the game much more fun

Also, there's a mod called Helldiver's Ammunition, I find it really interesting but it conflicts with this mod and doesnt apply the values of the new ammo, Is there any chance you'd be interested in adding it to your mod or making it compatible with a patch somehow? Just think it'd be a killer combo otherwise its okay, I'll just use this, sorry if its asking for too much, take care c:
 

D-Glitch

Members
Members
Sep 27, 2026
212
73
I see a significant update compared to my previous visit; a huge plus for the AIO version. Is there any chance of an option to switch the Constitution's magazine to the default 5-round magazine? I use the M1903 / Kar98, and loading 10 rounds into them looks weird.
I love your rebalance mod , Great Work ! ♥
I think i'll do mod with additional changes that people asked me about.
 

D-Glitch

Members
Members
Sep 27, 2026
212
73
This unified mod is a godsent ngl, thanks for taking your time and balancing everything, might not seem like a lot but some of us suck eggs at balancing, this makes the game much more fun

Also, there's a mod called Helldiver's Ammunition, I find it really interesting but it conflicts with this mod and doesnt apply the values of the new ammo, Is there any chance you'd be interested in adding it to your mod or making it compatible with a patch somehow? Just think it'd be a killer combo otherwise its okay, I'll just use this, sorry if its asking for too much, take care c:
Well, i'm not a super coder to know how to make this work with conflicting mods. I guess it's runtime and this bullet mod kinda thing. Thank you for appreciation :3
 

potatobug

Members
Members
Sep 12, 2026
4
1
Hmmm yes, it's a good mod. But why it affects amr i have no idea. Guess you can try placing my mod higher priority than this one, or vice versa. But can't say for sure.
i've tried switching the orders but it's still the same. the hud mod adds a 3rd person amr reticle as well so maybe thats why?
 

potatobug

Members
Members
Sep 12, 2026
4
1
okay, i turned off the 3rd person reticle and that fixed the problem. so for anyone using HD2 HUD Plus mod, just turn off [Game reticle] in the Hud+ options (no more maxigun and BFGL reticle. sad, and might also crash your game. only once though) :)
 

Flexiflo

Members
Members
Sep 16, 2026
19
12
This, combined with the standalone Steriliser mod... perfection 👌

Someone send these changes to AH, so they can see how the game should be balanced.