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Super Earth Arsenal Accord — Community Balance Patch 9.6

A Mod for Helldivers 2
Super Earth Arsenal Accord — Community Balance Patch akl_mod_preview_image
Community Balance Patch — Arsenal Accord

Your next favorite loadout might already be in your armory.


Arsenal Accord is a community balance overhaul built to make Helldivers 2 feel fresh again. It takes on underperforming weapons and stratagems across the armory, giving overlooked equipment the damage, handling, ammunition, or utility it needs to earn a place in your loadout.

The goal is simple: base-game weapons should stand alongside newer Warbond gear, and bringing an old favorite should feel rewarding. Some equipment receives focused improvements; other pieces get a substantial rework and a clearer role.

If you keep bringing the same equipment because everything else feels like a compromise, this patch gives you reasons to open the rest of the armory.

9.5 — Shotguns, Stratagems & Grenades

Super Earth has reopened the requisitions ledger. Version 9.5 gives close-range weapons clearer jobs and expands the tools available for controlling the battlefield.

Shotguns receive distinct damage, penetration and handling profiles, including two selectable M90A ammunition configurations. Support equipment gains improvements to recovery, mobility and usability, while smoke, bombardments and utility grenades offer more ways to protect an advance or hold a position.

HD2Runtime 0.40.0 now provides controls needed for several GRASS proposals that earlier versions of Arsenal Accord could not implement. This release brings those supported changes into the mod alongside Accord’s own balance decisions. The 0.9.4 support pass remains included; new assault-rifle, pistol and SMG proposals are reserved for later releases.

Requires HD2Runtime 0.40.0, Bingus Shared Loader v18+ and Vanilla Plus Megapack. Offline package checks passed; the complete 9.5 package has not yet been live gameplay-tested. ModBuilder and the SDK are not required to play.

Orbital Smoke uses 16 salvos, the runtime maximum. M90A’s reload ability is faster, but its complete reload animation has not yet been timed. Sterilizer’s five-second Acid Storm duration changes the shared effect, including weather.

Read the full 9.5 changelog for values, tradeoffs and implementation notes.

Maxigun overhaul — keep moving, keep firing.

A weapon that takes both your support weapon and backpack slots should be worth the commitment. The Maxigun now allows walking while firing, and supply pickups refill its full 1,000-round backpack. Increased stagger and push are intended to help keep bodies from blocking sustained fire.

Selectable fire rates offer different levels of ammunition consumption and output, although the selector remains experimental. The weapon retains its original recoil and backpack capacity.

Melee overhaul — make getting close worth the risk.

Closing into striking distance should have a meaningful payoff. Supported melee weapons receive substantial damage increases, with durable damage raised to match standard damage.

The Combat Hatchet reaches 480 standard and durable damage, the Stun Lance reaches 330, and the Defoliation Tool gains increased damage, penetration, and stagger. The One True Flag also becomes a frequently available drop-pod strike with a finite mission stock.

These changes reward close-quarters commitment while preserving the danger of getting that close. The Breaching Hammer’s ordinary melee damage remains unchanged; its charged explosion increases to 2,500 standard and durable damage in the carried-forward support pass. New Machete and Entrenchment Tool proposals are deferred.

Primary overhaul — give the whole weapon rack another look.

Assault rifles, SMGs, shotguns, marksman rifles, and specialist primaries receive changes tailored to their roles.

The Liberator gets steadier aim and improved reserves on its larger magazines. The Punisher hits harder and fires faster. The Constitution becomes a stable, hard-hitting precision rifle with improved penetration while retaining its five-round capacity and bolt-action limitations.

Other weapons receive more distinct identities. The Eruptor leans into wider crowd-clearing explosions, while the Crossbow becomes a suppressed weapon focused on deliberate shots. The aim is to make more weapons competitive while preserving reasons to choose one over another.

Orbital rework — put your Super Destroyer to work.

Orbitals receive shorter cooldowns balanced by finite mission stocks, making them available more often during a fight while asking you to manage your remaining support.

Examples include:

  • Orbital Precision Strike: 20-second base cooldown, 33 uses per mission.
  • Orbital Gatling Barrage: 15-second base cooldown, 20 uses.
  • Orbital Railcannon Strike: 30-second base cooldown, 15 uses.
  • Orbital Smoke and EMS: 15-second base cooldowns, 36 uses each.
Supported orbital delivery shells also travel faster. Precision fire, bombardments, smoke, and crowd control keep their separate roles, with more opportunities to use them when your squad needs support.

These are whole-mission stocks, not rechargeable charges. Listed cooldowns are before ship upgrades.

Mine rework — prepare the battlefield.

Minefields become quicker to deploy, with a limited mission stock replacing long waits between call-ins:

  • Anti-Personnel Minefield: 15-second base cooldown, 22 deployments.
  • Anti-Tank Mines: 30-second base cooldown, 11 deployments.
  • Gas and Incendiary Mines: 45-second base cooldowns, 11 deployments each.
Individual mine damage and mine count per deployment remain unchanged. The rework gives you more freedom to cover approaches, reinforce positions, and prepare for incoming enemies.

More changes throughout the armory.

The overhaul also reaches secondaries, throwables, support weapons, sentries, backpacks, and exosuits. Examples include a shorter Jump Pack recharge, quicker recovery for a damaged but unbroken Shield Generator Pack, and removal of the mission-use cap for supported exosuits while retaining their cooldowns and ammunition limits.

There are 167 selectable equipment options, allowing you to choose which parts of the patch to enable. Some changes include reductions and tradeoffs to preserve distinct roles.

Built with community feedback.

Development is active, with changes arriving almost every day as testing, proposals, and player feedback shape the patch.

The Discord is the place to request changes to Arsenal Accord, discuss balance, report problems, follow work in progress, share clips, and find a squad. Requests are for improvements and additions to this mod.

Join the Arsenal Accord Discord

Read the full balance document
for exact values, tradeoffs, implementation notes, and known limitations. The document distinguishes implemented changes from proposals that remain unsupported or experimental.

Installation

Install and enable all four required mods:

  1. Arsenal Accord — Community Balance Patch: download the package from this page.
  2. HD2Runtime 0.40.0 by SkyeShade: expand Assets and download HD2Runtime-0.40.0-runtime.zip.
  3. Vanilla Plus Megapack.
  4. Bingus Shared Loader v18+.
HD2Runtime ModBuilder and the SDK are not required to play.

For Arsenal configured with “last mod = highest priority,” use this order from top to bottom:

  1. Arsenal Accord — Community Balance Patch
  2. HD2Runtime 0.40.0
  3. Vanilla Plus Megapack
  4. Bingus Shared Loader — highest priority
If your manager uses “first mod = highest priority,” reverse the entire list.

This ordering is based on the author’s earlier tested setup; the complete 9.5 build has not yet been live gameplay-tested. Compatibility with every other mod combination has not been established.

Select the Arsenal Accord equipment options you want enabled. With the game closed, disable older Arsenal Accord or GRASS packages, then purge and deploy your mods.

Startup — read this before playing.

Runtime changes must apply again after every full game restart.

Keep Helldivers 2 in the foreground at the “Press any button” screen while the included progress panel processes your selected changes. Allow approximately five minutes as a starting estimate; loading time varies with your system and selected options. Loading aboard the ship or during a mission has been significantly slower in the author’s tests.

The panel disappears when processing finishes. Completion can include rejected changes, so check HD2Runtime.log for applied and rejected counts and the settled summary.

You can toggle the panel with Shift+P or hide it with X. Hiding it does not stop loading. After processing finishes, spawn fresh equipment before testing changes.

Testing and troubleshooting

This is an experimental balance project. Some firing modes, attachment effects, displayed stats, and gameplay interactions still need further testing. Unsupported proposals are identified in the balance document.

If something appears unchanged or behaves incorrectly, report it in Discord with:

  • Your patch version and selected equipment options.
  • Your mod load order.
  • What happened and which equipment was affected.
  • HD2Runtime.log and BingusSharedLoader.log.
Credits

GRASS / luxeburn:
original publicly shared balance proposals and document structure that formed the foundation of this project.

Arsenal Accord: additional balance direction, personal reworks, implementation decisions, and ongoing community-driven adjustments.

SkyeShade: HD2Runtime and HD2Runtime ModBuilder.

CowboyBingus: Bingus Shared Loader.

OpenAI Codex: assistance with supported runtime implementation, offline validation, and documentation.

Thanks to everyone testing the patch, reporting problems, and suggesting improvements.

Arsenal Accord is an independent community project. GRASS has not endorsed this mod, and its additional changes should not be attributed to him.
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mfrost96
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First release
Last update
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Version
9.6
Total Size
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Rating
3.57 star(s) 7 ratings

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More mods from mfrost96

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  • PC Arsenal Accord - Community Patch SMGs

  • PC Arsenal Accord - Community Patch Assault Rifles

  • PC Arsenal Accord - Community Patch Minefields

Latest updates

  1. Changelog — 9.5 → 9.6

    Super Earth has issued a fresh requisitions order: the rifle and melee passes join the M90A...
  2. 9.5 — Shotguns, Stratagems & Grenades

    9.5 brings the agreed shotgun, support-weapon/stratagem and grenade changes into one release...
  3. 0.9.4 — Support Weapon Pass & Acid Sterilizer

    These notes compare 0.9.3 → 0.9.4-dev.1. Requires exactly HD2Runtime 0.31.2, Bingus Shared...

JaJaJeJe

Members
Members
Sep 27, 2026
4
0
Is it just me or the progress bar for loading the changes no longer appearing after the hd2runtime update.
 

mfrost96

Modder
Modder
Members
Sep 28, 2026
34
17
@Insomnia524 — Thanks for the specific feedback. Stagger should help keep a target under pressure, but excessive displacement can spoil the next aimed hit. 9.5 retains the Bolter’s direct push of 15 and blast push of 5; this release has not addressed that behavior. If you can share which armored targets show it most clearly, ideally with a short clip and firing mode, that will give the next tuning pass a concrete case to work from.
 
Last edited:

mfrost96

Modder
Modder
Members
Sep 28, 2026
34
17
Catching up on a few replies with 9.5 now live:

@Popoposeer — The sentry/Supply Pack tradeoff is fair feedback. 9.5 still sets the MG and Flame Sentries to 120 seconds. The MG Sentry also benefits from the stronger shared MG-43 projectile; the Flame Sentry’s cooldown remains a separate balance choice. The Supply Pack is still 960 seconds, up from 480, and its ammo/stim contents have not been doubled. That longer wait is intended to give other backpacks more room, but it does make a lost pack more punishing. These values are unchanged in this release, so I don’t want to imply your concern has already been fixed. Each item has its own startup toggle if you prefer its base settings.

@Waarghh1992 — Exosuits already have Accord changes: all four suits have unlimited mission uses while retaining their normal cooldowns, the Patriot carries 1,750 gatling rounds, and the Emancipator carries 125 rounds per arm. 9.5 uses HD2Runtime 0.40.0. I haven’t verified compatibility with the particular exosuit mod you mentioned; please share its exact name/version and the Runtime/Loader logs if the conflict persists with matching dependencies and overlapping edits disabled. @Popoposeer — thanks for sharing the Runtime update information in that thread.

@Crazy mek Zgog — The Hot-Shot is a 40K-inspired role within Helldivers’ loadout choices. Its tuning aims to make that identity useful without taking away the reason to carry the other weapons, rather than reproduce every lore feat. Specific target/range examples where it feels weak are more useful for the next pass than the theme alone.

@D-Glitch — Thanks! GRASS remains the foundation, with Accord’s own adjustments and player feedback clearly credited. 9.5 has 167 selectable options, so you can choose which parts of the balance pass to use.

@bovavity — Thank you for the support. Hope you enjoy the new shotgun and stratagem pass!
 

Shorlanus

Members
Members
Sep 24, 2026
4
2
You have now released a bunch of mods - I am wondering, are you gonna compile them all into ONE mod or leave them seperate?
Good job btw so far!
 

khoover

Members
Members
Oct 13, 2026
1
0
BingusSharedLoader.log
mods/matth/accord96_main: load failed: mods/matth/accord96_core.lua:14: Arsenal Accord 9.6 requires HD2Runtime 0.40.0
Got this error while running HD2Runtime 0.40.1, does it not work with later versions?
 

Waarghh1992

Members
Members
Sep 28, 2026
16
5
Yo, how are you doing? So sorry with everything goes thank to Arrowhead stupid decision. Hope there a way to play your mod again. Though from what I heard they said something about moving to this Hellforge stuff, which I'm not sure how it work. Perhaps one day I get to play and test it out again. I'm one of the few OK with going offline or join modder server (from what I heard.) I'm mostly playing solo anyway, since April 2026 so whatever happen I'm fine with it as long modding is the allow. Kinda similar to Space Marine 2 whenever the game detecting any existing mod.

If thing didn't go so well, just say thank you for everything. Eventhough it's just a short time XD XD, Cheer, hope you have a great day.
 

mfrost96

Modder
Modder
Members
Sep 28, 2026
34
17
Yo, how are you doing? So sorry with everything goes thank to Arrowhead stupid decision. Hope there a way to play your mod again. Though from what I heard they said something about moving to this Hellforge stuff, which I'm not sure how it work. Perhaps one day I get to play and test it out again. I'm one of the few OK with going offline or join modder server (from what I heard.) I'm mostly playing solo anyway, since April 2026 so whatever happen I'm fine with it as long modding is the allow. Kinda similar to Space Marine 2 whenever the game detecting any existing mod.

If thing didn't go so well, just say thank you for everything. Eventhough it's just a short time XD XD, Cheer, hope you have a great day.
I'm in Brazil till next week. While posing 9.6 my desktop froze and i dont have a way to unfreeze it. Once i get home I'll work on this
 

Waarghh1992

Members
Members
Sep 28, 2026
16
5
I'm in Brazil till next week. While posing 9.6 my desktop froze and i dont have a way to unfreeze it. Once i get home I'll work on this
Hi again👋👋 No need to rush man, just wondering how everything going on from your end. After the new 7.20 update and the new Anti-Cheat system, everything has been chaotic. Must be shocking for you to learned that modding got ruined while you're busy oversea XD.

Since modding is going to be difficult to get it work again, I'm sure it will take a while before it can get back the way it was. But if you decided to move on, I'm fine too. I was ready to move on from HD2, but the modding renaissance got be curious and got me hooked again.
 

TroubleTwist

Members
Members
Oct 8, 2026
2
0
is there any work to try and make use of other loaders with this or is it just over