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Realistic Resistances 0.6.0

A Mod for Helldivers 2
Realistic Resistances akl_mod_preview_image
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Realistic Resistances
Elemental resistances: fire, gas and arc, plus EMS. Beta (0.6).

In the base game, an armor passive's fire, gas or arc resistance only cuts the damage. You still catch fire the moment a flame touches you, you still stumble out of every gas cloud, and an arc still stuns you for the full time. Real protective gear doesn't work like that. With this mod, the passive's own resistance also works against the effect, scaled by how heavy your armor is.

It only covers the elements for now (fire, gas and arc). Other damage types may come later.

Fire
  • Harder to Ignite: fire-resistant armor takes a flat time in the flames before you catch fire, like real fire-resistant clothing. A quick brush with fire no longer sets you alight.
  • Self-Extinguish: once you're out of the flames, the burn runs out sooner, by the passive's fire resistance.
Code:
Passive               Catches fire (light / medium / heavy)   Burn after stepping out
Inflammable 75%       1.5 / 2 / 2.5 s                         0.75 s
Acclimated, KDM 50%   0.75 / 1 / 1.25 s                       1.5 s
Desert Stormer 40%    0.65 / 0.85 / 1.05 s                    1.8 s
Vanilla               about 0.25 s                            3 s

Gas
  • Filtration Buffer: gas-resistant armor slows the gas build-up, by the passive's gas resistance and your armor's weight (50% resistance: twice as long in medium armor). Once you're out of the cloud, the stumbling wears off sooner.
  • No Gas Slow: with 80% gas resistance or more (Advanced Filtration), the gas stumbling and slowing never takes hold.
  • A full-strength hit (a gas strike's blast, a gas grenade at your feet) still takes hold as normal; the resistance works on lighter clouds.
Code:
Passive                      Build-up slowed (light / medium / heavy)   Stumbling after stepping out
Advanced Filtration 80%      3.75 / 5 / 6.25x                           never (No Gas Slow)
Acclimated 50%               1.5 / 2 / 2.5x                             2.5 s
Desert Stormer 40%           1.25 / 1.67 / 2.08x                        3 s
Hazmat, Concussive Pad. 25%  1 / 1.33 / 1.67x                           3.75 s
Vanilla                      1x                                         5 s

Arc
  • Resistance: arc-resistant passives take a quarter of the arc damage they did (Electrical Conduit 95% becomes 98.75%), and the arc stun is cut to match the passive's resistance. The electric effect also holds off and wears off sooner.
  • EMS (part of Resistance): Electrical Conduit is never stunned by EMS. Other arc-resistant armor is stunned as normal inside an EMS field, but recovers sooner once you're out, by the passive's resistance (50%: 1.5 s instead of 3 s). The stamina drain inside an EMS field is unchanged.
  • Grounded (Electrical Conduit only): arcs end at you instead of chaining on to your teammates.
Code:
Passive                    Arc damage resistance   Arc stun   EMS stun after the field
Electrical Conduit 95%     98.75%                  0.075 s    never stunned by EMS
Adreno-Defibrillator 50%   87.5%                   0.75 s     1.5 s
Acclimated 50%             87.5%                   0.75 s     1.5 s
Desert Stormer 40%         85%                     0.9 s      1.8 s
Vanilla                                            1.5 s      3 s

Options
In your mod manager (Arsenal / HD2 Mod Manager), each element is its own option with three choices:
  • Fire Resistance: Harder to Ignite and Self-Extinguish / Only Harder to Ignite / Only Self-Extinguish
  • Gas Resistance: Filtration Buffer and No Gas Slow / Only Filtration Buffer / Only No Gas Slow
  • Arc Resistance: Resistance and Grounded / Only Resistance / Only Grounded
Keep Core (required) ticked. Arsenal: click the sliders (Options) button on the mod's row in your profile.

In game: with Mod Options Menu (by CowboyBingus) installed, the three options are also under ESC > MODS > REALISTIC RESISTANCES (Off plus the same choices), and a change takes effect at once. The picks in your mod manager are the starting values.

Requirements
Bingus Shared Loader.
Optional: Mod Options Menu (by CowboyBingus) to change the options in game.

Install / update
  1. Install Bingus Shared Loader if you don't have it.
  2. Mod manager (Arsenal / HD2 Mod Manager): add the zip and enable it, pick your options, then Purge and Deploy.

Uninstall
Disable it in your mod manager, then Purge and Deploy.

Multiplayer
  • Works hosting and joining. Nobody else needs the mod.
  • Fire, gas and stun changes apply only to your own helldiver, wherever the fire, gas or arc came from.
  • Arc damage and arc chaining are decided by the game that runs the arc. The arc damage boost and Grounded work on arcs your game runs: your own Tesla Towers and arc weapons, and enemy arcs when you host. Another player's Tesla Tower or arc weapon is run by their game, so it deals its normal damage to you and chains as normal.
  • When you host, teammates wearing the same arc-resistant passive also get the arc damage boost against arcs your game runs (the game keeps one copy of each passive's values for everyone).

Compatibility
  • Bingus Shared Loader script; it doesn't replace any game files, so it works alongside armor, model and sound mods.
  • Mods that change the same status effects or armor passive values may clash.
  • Patch-proof by design: it finds what it needs in the game's code at start-up, so a game hotfix doesn't break it. If it can't find something after a patch it turns itself off and says why in its log, rather than guessing. Grounded is optional: if only its part isn't found, everything else still works.
  • It only changes the game's data (status effect timers and passive values), never the game's code.
  • Light on performance: while you wear no armor it works on (or its options for that armor are off), it does nothing but check your armor every 2 seconds.

Known limitations
  • Beta: everything listed here has been tested, but not every armor, weapon and enemy combination. Please report anything odd.
  • Other players' Tesla Towers and arc weapons deal normal damage and chain as normal (see Multiplayer).
  • An EMS field still drains your stamina, so you can't sprint inside one, even in Electrical Conduit. The stun grenade and explosion knockdowns are unchanged.
  • Gas times depend on the cloud: a thicker cloud builds up faster, so it takes hold sooner. Fire catch times are flat.

Troubleshooting
  • Nothing changes: check Bingus Shared Loader is installed, Core (required) is ticked, and that you Purged and Deployed after installing.
  • Attach the log to a bug report: RealisticResistances.log in %LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs (type %LOCALAPPDATA% into the File Explorer address bar). It lists your options, the armor passive and weight it found, and what it did.

Source code
Source and every release are on GitHub: Th3chef/Realistic-Resistances
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Uploaded by
chfb
Downloads
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Comments
22
Views
4,377
First release
Last update
Platform
PC 
Version
0.6.0
Total Size
512 KB
Rating
5.00 star(s) 3 ratings

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5.00 star(s) 3 ratings

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Latest updates

  1. Realistic Resistances 0.6.0

    New: EMS resistance (part of Arc Resistance's Resistance choice). Electrical Conduit is never...

chfb

Modder
Modder
Members
Sep 11, 2026
107
44
why isn't 100% gas resistance realistic?
You can achieve 100% gas resistance in heavy gas armor with the vitality booster already, I just didn't wanna make the armor too strong with full immunity, but again this is still super early and I will tweak it over time as I experiment more
 

geoffreyhdt1

Modder
Modder
Members
May 18, 2026
56
12
Request (please!): make Arc armor passive immune to the stun effect of EMS (strike, mortar) and Stun Grenades.
 

chfb

Modder
Modder
Members
Sep 11, 2026
107
44
Request (please!): make Arc armor passive immune to the stun effect of EMS (strike, mortar) and Stun Grenades.

Good idea on the EMS effect, however, I likely wont add the stun grenade immunity as it doesn't really correlate.
 

sunxiaochuan1958

Members
Members
Sep 19, 2026
11
1
lol,before seeing this i have no idea that fireproof armor was not fireproof at all
 

jsonfiles

Members
Members
Oct 3, 2026
1
1
Is there any way to implement EMS resistances or immunity into the Arc armor? I think it could help expand its niche a bit, giving another reason to bring the armor or the EMS strike/stun grenades.

otherwise, great mod. I appreciate listing the full resulting changes from the respective armors

edit: lol i just saw someone else requested the same thing already :ROFLMAO:
 

chfb

Modder
Modder
Members
Sep 11, 2026
107
44
Is there any way to implement EMS resistances or immunity into the Arc armor? I think it could help expand its niche a bit, giving another reason to bring the armor or the EMS strike/stun grenades.

otherwise, great mod. I appreciate listing the full resulting changes from the respective armors

edit: lol i just saw someone else requested the same thing already :ROFLMAO:
It's being worked on!
 

snafufans

Members
Members
Sep 17, 2026
9
3
Wow! This is exciting. One of the most immersion-breaking things in the game right now is how absurdly fast we catch on fire.

Hoping it can run alongside HD2Runtime and HD2R Editor. And what about transmog mods? When I get the chance, I'll give it a try and edit in the results.
 
Last edited:

geoffreyhdt1

Modder
Modder
Members
May 18, 2026
56
12
Wow! This is exciting. One of the most immersion-breaking things in the game right now is how absurdly fast we catch on fire.

Hoping it can run alongside HD2Runtime and HD2R Editor. And what about transmog mods? When I get the chance, I'll give it a try and edit in the results.
Yup, works with Transmog.