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Halo CE comprehensive rebalance(obsolete for EAC update) 1.4.2

A Mod for Helldivers 2
Halo CE comprehensive rebalance(obsolete for EAC update) akl_mod_preview_image
well boys it was a good run but it looks like stat editing mods won't be coming back...at least for a while, if that happens you can guarantee this mod will be updated but until then it was a good time

**RIP FUN**

cause of death Arrow Head






**extra files are optional and come included in the main rebalance mod **
**extra files may conflict with the main mod as they are redundant**​
weapon skins are up to you this just exclusively rebalances the M7S smg, M6C/SOCOM, M90A, MA5C ar, p-113 verdict(magnum), recoilless rifle(SPNKR), and AMR (sniper rifle)
**i now have and audio mod out for the magnum and rocket launcher if you wish to use it here is the link**
https://www.nexusmods.com/helldivers2/mods/17007

**use this mod to experience the intended balance of the rocket launcher**​

installing :
  1. Download arsenal
  2. drag and drop zip into profile
  3. Install bingus shared mod loader(make shure it is at top priority)
  4. Install hd2 runtime https://ayakamods.com/mods/hd2runtime.4260/
  5. Purge and deploy
  6. Launch game
if in the future the tool I use gets the ability to make the recoilless reload without a backpack I will be removing it and reducing the spare mags by 2


View: https://www.youtube.com/watch?v=XOilTObJzI0


View: https://www.youtube.com/watch?v=04xhbJCmi14


View: https://www.youtube.com/watch?v=S3qXvPcz7gI


View: https://www.youtube.com/watch?v=gZCZ7qvWIcc
**unfortunately, hd2 runtime currently doesn't have the ability to change reload speeds on the halo weapons yet**
**when that happens, I will tweak reload times on most of these**
​

Socom:
  • increased recoil reduced spread 10-->6
  • increase damage 125-->165
  • increase durable damage 28-->50
M7S smg:
  • increase rpm 872->900
  • mags 12/12/12
  • damage 55-->60
  • durable damage 13-->18
  • now ap 3/3/3/1
  • stagger 5-->10

M90A:
  • starting round 24-->60
  • ammo max 50-->60
  • stagger 35-->40
  • armor pen3/3/3/2
  • pellet count 11-->15
  • penetration slowdown 0.25-->0
  • increased recoil 200-->300
  • decreased ergo 65-->60
  • demo force 10-->20
  • durable damage 20-->25
  • standard damage 55-->60

MA5C:
  • added rate of fire modes 900/640
  • mag size 32-->60
  • mags10/10/10
  • standard damage 90-->117(if you know you know)
  • durable damage 16-->17
  • armor pen on extreme angle 0-->2
  • horizontal and vertical spread 2-->250
  • stagger 15-->25
  • push force 10-->25
  • penetration slowing 0.25-->0
AR-61 tenderizer
  • starting, resupply, and spare mags 7-->10
  • sway 1-->0
  • armor pen 2/2/2/0--> 3/3/2/1
p-113 verdict(magnum):
  • mag size 10-->12
  • spare mags 10-->5
  • starting mags 6-->5
  • resupply mags 6-->5
  • ergonomics 100-->60
  • drift vertical recoil 50-->80
  • climb vertical recoil 45-->100
  • sway 1-->0
  • damage 140-->275
  • durable damage 32-->90
  • reduced fire rate 410-->210
  • velocity 285-->880
  • full auto (if you know you know)
  • armor pen extreme angle 3-->2

AMR (sniper rifle):
  • mag size 7-->4
  • spare mags 8-->5
  • sway1-->0
  • fire rate 400-->120
  • projectile velocity 880-->2000
  • projectile drag 0.3-->0.2
  • penetration slowdown 0.25-->0
  • damage 450-->900(shared with railgun)
  • now fires the railguns projectile
  • reload 3s-->2s
  • new stratagem icon

recoilless rifle (rocket launcher):
  • mag size 1-->2
  • projectile speed 250-->25
  • projectile mass 3300-->100
  • projectile gravity 1-->0.3
  • projectile velocity 250-->45
  • projectile normal damage/durable damage 3200-->10
  • demo 30-->40
  • explosion inner radius 1.5-->6
  • outer radius 3-->8
  • explosion shock wave 6-->10
  • explosion damage 150-->1600
  • explosion durable damage 150-->1600
  • explosion penetration 4/4/4/4
  • demo force 30-->40
  • reload duration 6-->4
  • rate of fire 600-->60
  • ergonomics 10-->25
  • new stratagem icon
Maxigun (Chaingun):
  • ergo 4-->30
  • fire rate 1500-->500
  • stationary while firing=off
  • wind-up time 0.5-->0
  • wind-down time 0.5-->0
  • penetration slowdown 0,5-->0
  • standard damage 80-->150
  • durable damage 18-->55
  • armor pen 3/3/3/0-->4/4/3/2
  • stagger force 15-->20
  • push force 12-->25
  • max ammo 1000-->500
  • resupply 500-->250
g-12 high explosive grenade ("frag" grenade)
  • maximum carried 5-->4
  • resupply 3-->4
  • fuse 3.5-->2
  • inner radius 2.5-->5
  • explosion ap 4/0/0/0--->4/4/4/4
  • explosion damage 800-->950
g/sh-39 shield (bubble shield)
  • max carried 4-->3
  • count from resupply 2-->3
  • shield radius 1.8m-->4m
  • shield health 1000-->5000
lift-850 jump pack
  • recharge time 10s-->8s
m-102 gunner FRV(mounted machine gun)
  • starting mags 4-->1
  • mag resupply 2-->1
  • maximum spare mags 4-->1
  • mag capacity 100-->800
  • penetration slowdown 0.25-->0
  • armor pen extreme angle 0-->3
**feedback on balance is welcome**​
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sticklikeweapon
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Version
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More mods from sticklikeweapon

  • PC Halo CE comprehensive rebalance **audio companion mod**(obsolete for EAC update)

Latest updates

  1. ap3 tendy, frv gun mount changes, and MA5C tweak

    AR-61 tenderizer starting, resupply, and spare mags 7-->10 sway 1-->0 armor pen 2/2/2/0-->...
  2. big balance pass with a few new additions from the new update to runtime

    M7S smg durable damage 13-->18 stagger force 5-->10 M90A Shotgun durable damage 20-->25...
  3. individual downloads for different weapons

    you can now download and install the rocket launcher, magnum, and sniper rifle individually if...

sticklikeweapon

Members
Members
Sep 27, 2026
8
1
mod not working for some reason have it close to top of my load order and no change
if you have other runtime rebalance mods it seems to prio 1 over the other and not implement the second. I just ran into that problem with las beam enhanced overhaul where las would load proper, but my changes would not unless las was off. otherwise try turning off all other mods except this mod and its dependencies (Bingus shared mod loader and runtime) and if it is working then try turning other mods on one by one.
 

thiccdad

Members
Members
Sep 20, 2026
2
0
if you have other runtime rebalance mods it seems to prio 1 over the other and not implement the second. I just ran into that problem with las beam enhanced overhaul where las would load proper, but my changes would not unless las was off. otherwise try turning off all other mods except this mod and its dependencies (Bingus shared mod loader and runtime) and if it is working then try turning other mods on one by one.
yup is was the las beam enhanced overhaul for me as well sucks i gotta choose one or the other
 

D-Glitch

Modder
Modder
Members
Sep 27, 2026
315
120
this is a really good idea that I have no clue how to do... If I figure out how to implement that, I will... (don't hold your breath I'm verry incompetent)
Hey, I see you're doing a pretty nice halo'ish mod, and want to do the toggles. As the one who was learning how to do them, let me give you a clue.
So here's manifest.JSON that shows description, name and most importantly - mod options. Next what you need are little mods that are options in your big mod. You can either compile them out of just exporting every individual mod what is taking long to do, or compile them on code level (copy paste). But with second option you should know, that symbols on the very up are counting how much your Lua file (file that contains local value changes) weighs, if it weighs different than they count, mod won't work.
You can figure it out further with AI or smth, but you can download my mod as a template and/or take mod fix script from it which fixes lua weigh issue. Good luck!
 
Last edited:

sergent4471

Members
Members
Sep 28, 2026
5
2
hey BTW just want to mention, since we're doing basically other halo game's weapons like SOCOM, you might as well give Tenderizer medium pen as it's basically the battle rifle(it's fucking annoying to be unable to headshot elites(overseers)