Arsenal Accord - Community Patch Eagles 9.5

A Mod for Helldivers 2
Arsenal Accord - Community Patch Eagles akl_mod_preview_image
  • eagle-strafing-95-flight-redraw.png
    eagle-strafing-95-flight-redraw.png
    2.4 MB · Views: 27
  • eagle-smoke-95-flight-redraw.png
    eagle-smoke-95-flight-redraw.png
    2.4 MB · Views: 27
Part of Super Earth Arsenal Accord — the complete Community Balance Patch. Choose the main mod for the full collection, or these focused packs for selected equipment.

Join the Arsenal Accord Discord
Share balance feedback, report bugs, follow updates and find a squad to dive with.

eagle-cover-95-flight-redraw.png


Goal
Keep rapid air support useful across different targets, with focused payload, radius and cooldown changes.

Version 9.5 — installation and scope
Install with the Helldivers 2 Mod Manager, then enable the individual equipment options you want. Restart after changing selections. Requires HD2Runtime 0.40.0, Bingus Mod Loader 18 or later, and the VanillaPlus baseline used by the main 9.5 release. Wait for patches to settle and spawn fresh equipment.
Use the main Arsenal Accord mod OR the standalone packs; do not install both. The standalone packs can be combined with one another. Each item has one owner pack; shared native bullet/damage records are the exception described below.
Arsenal Accord - Progress is an optional separate loading display that combines the installed packs into one bar. There is no embedded progress bar, chat announcement or kicking system in this balance pack.

Shared native records
Identical shared edits are included where needed and applied once across the standalone packs. This is not full native-record isolation: other equipment using the same bullet, damage or status record can inherit those fields even without its own pack installed.

Known shared consumers:
• Eagle Strafing Run / Orbital Gatling Barrage

Eagle 500kg Bomb

eagle-500kg-95-flight-redraw.png


Why the change?
GRASS found that too many heavy enemies survived a well-placed 500kg bomb. Higher blast damage, penetration and impact stagger make the heavy payload more dependable; the shared longer rearm keeps each sortie valuable. Half a tonne of Democracy deserves a carefully chosen landing point.

Eagle rearm time: 150 → 180

Delivery 1 Projectile Damage

Stagger force: 20 → 50

Delivery 1 Projectile Expiry Damage

Explosion durable damage: 1500 → 2500

Explosion extreme armor penetration: 0 → 6

Explosion outer armor penetration: 0 → 6

Explosion shockwave armor penetration: 0 → 6

Explosion standard damage: 1500 → 2500

Eagle 110mm Rocket Pods

eagle-110mm-95-flight-redraw.png


Why the change?
GRASS found Rocket Pods unreliable against the large heavies they are meant to punish. Higher blast damage and impact stagger give the focused rocket strike more bite, while the shared longer Eagle rearm still applies. Eagle-1 delivers the reprimand; the squad chooses its recipient.

Eagle rearm time: 150 → 180

Delivery 1 Projectile Damage

Stagger force: 40 → 50

Delivery 1 Projectile Impact Damage

Explosion durable damage: 300 → 325

Explosion standard damage: 300 → 325

Eagle Airstrike

eagle-airstrike-95-flight-redraw.png


Why the change?
GRASS judged the standard bombing run outclassed by the 500kg. Higher blast damage and demolition restore its usefulness against heavies, with the longer shared Eagle rearm as the cost. High Command puts the dependable bombing line back on the flight roster.

Eagle rearm time: 150 → 180

Delivery 1 Projectile Impact Damage

Explosion demolition force: 40 → 50

Explosion durable damage: 800 → 1200

Explosion standard damage: 800 → 1200

Eagle Cluster Bomb

eagle-cluster-95-flight-redraw.png


Why the change?
GRASS found gaps in the barrage let too many enemies survive. Wider bomb and shrapnel explosions make crowd coverage more dependable, while the shared longer Eagle rearm makes each pass count. Spread Democracy across the formation.

Eagle rearm time: 150 → 180

Delivery 1 Projectile Expiry

Explosion inner radius in metres: 1 → 3

Explosion outer radius in metres: 2 → 6

Delivery 1 Projectile Expiry Shrapnel Impact

Explosion inner radius in metres: 3 → 5.5

Explosion outer radius in metres: 6 → 7

Eagle Gas Airstrike

eagle-gas-95-flight-redraw.png


Why the change?
Gas shares the fleet-wide Eagle rearm increase to 180 seconds. This entry changes the wait between replenishments; its gas payload is unchanged. Eagle-1's flight schedule makes no exceptions for chemical deliveries.

Eagle rearm time: 150 → 180

Eagle Napalm Airstrike

eagle-napalm-95-flight-redraw.png


Why the change?
GRASS considered Napalm strong already and its opening blast radius excessive. Reducing the outer blast radius and lengthening the shared rearm keep the strike focused on sustained fire instead of an oversized initial explosion. Let the flames finish their assigned duty.

Eagle rearm time: 150 → 180

Delivery 1 Projectile Impact

Explosion outer radius in metres: 10 → 8

Eagle Smoke Strike

eagle-smoke-95-flight-redraw-large-final.png


Why the change?
Six base uses provide more opportunities to use smoke. Cloud size and duration remain stock; the shared 180-second Eagle rearm still applies. A democratic withdrawal is still a tactical advance toward surviving.

Personal fallback: 6 base uses before rearming, replacing GRASS’s target of 4. This is an explicit six-use target; ship upgrades may increase it further. The shared 180-second Eagle rearm is unchanged by this fallback.

Eagle rearm time: 150 → 180

Eagle uses per rearm: 2 → 6

Eagle Strafing Run

eagle-strafing-95-flight-redraw-large-final.png


Why the change?
Strafing gains stronger shared gatling ammunition but has fewer runs before rearm and a longer replenishment window. That makes each pass more valuable without turning it into permanently available fire support.

Eagle rearm time: 150 → 180

Eagle uses per rearm: 4 → 3

Delivery 1 Projectile Damage

Standard damage: 350 → 400

Delivery 1 Projectile Impact Damage

Explosion durable damage: 350 → 400

Explosion standard damage: 350 → 400

Credits and validation
Built from the published Arsenal Accord 9.5 settings, including GRASS-derived work and the Accord revisions identified above. Current HD2Runtime exposes the fields used by these packages. The standalone archives passed API, option-selection and combined-load-order checks; these checks are not a new live gameplay test. Breakpoint charts are calculated estimates under their stated assumptions. Use balance mods with a consenting squad.
Equipment artwork: Helldivers 2 / Arrowhead Game Studios; crossover equipment belongs to its respective owners. Unofficial fan balance project.
3.1 MB
Log in or sign up to download
Uploaded by
mfrost96
Downloads
44
Comments
4
Views
619
First release
Last update
Platform
PC 
Version
9.5
Total Size
3.1 MB
Rating
0.00 star(s) 0 ratings

Uploaded by

  • 44
  • 619

Ratings

0.00 star(s) 0 ratings

Tags

There are no tags available.

More mods from mfrost96

  • PC Arsenal Accord - Community Patch Specialist Primary Weapons

  • PC Arsenal Accord - Community Patch Marksman Rifles

  • PC Arsenal Accord - Community Patch SMGs

  • PC Arsenal Accord - Community Patch Assault Rifles

  • PC Arsenal Accord - Community Patch Minefields

CodlBlackCage

Members
Members
Sep 27, 2026
2
0
When the description and images are such aggressive, unforgiving AI slop, it really makes you wonder just how poorly coded the changes are too, huh?
 

mfrost96

Members
Members
Sep 28, 2026
27
12
When the description and images are such aggressive, unforgiving AI slop, it really makes you wonder just how poorly coded the changes are too, huh?
I'm no artist, but the changes themselves are consistent and built around actual gameplay testing and weapon breakpoints.


The mod uses HD2Runtime, not some poorly optimized custom code. I get a smooth 120 FPS before installing the mod and the same smooth 120 FPS afterward, with no noticeable performance issues.


You're free to criticize the presentation, but judging the quality of the changes based on the images rather than actually testing the mod seems pretty unfair.
 

Shorlanus

Members
Members
Sep 24, 2026
4
2
I'm no artist, but the changes themselves are consistent and built around actual gameplay testing and weapon breakpoints.


The mod uses HD2Runtime, not some poorly optimized custom code. I get a smooth 120 FPS before installing the mod and the same smooth 120 FPS afterward, with no noticeable performance issues.


You're free to criticize the presentation, but judging the quality of the changes based on the images rather than actually testing the mod seems pretty unfair.
Yeah, I mean I'm not a huge fan of generative AI but AI like that is pretty good if it enables a peasent like me with no coding experience to do crap like that! So I think that's pretty cool!