Total Arsenal Overhaul - Compatible with Hell Forge 1.5.6 - Melee update

A Mod for Helldivers 2
Total Arsenal Overhaul - Compatible with Hell Forge 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. You can toggle on or off any changes in this mod!
Any suggestions or feedback are welcome. Other standalone mods are no longer updated.

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)

If you have any in-game issues, test this mod in different ways before reporting, such as: disabling other mods, installing latest version, purging mods and then enabling back. Some of the mod changes aren't immediately shown in description, check updates to be sure.

This mod's changes are aiming at improving bad weapons and power fantasy scenarios. If you don't agree with these changes, feel free to change values however you want with HD2Runtime editor or others.




Available on Hell Forge (you can download it here too)





Requires Bingus Shared Loader v18 or above



And HD2Runtime v0.40.0 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

Liberator Concussive → Liberator Explosive

Liberator Explosive (Light)
  • Technical changes
    • Added mech explosion to projectile hit
    • Armor penetration: 2 → 3
  • Attack
    • Damage: 85 → 70
    • Durable damage: 35 → 80
    • Explosion damage: 80
    • Explosion durable damage: 60
    • Explosion inner radius: 1
    • Explosion outer radius: 3
    • RPM: 520 → 350
  • Handling
    • Drift horizontal recoil: 25 → 50
    • Drift vertical recoil: 25 → 75
    • Climb horizontal recoil: 9 → 75
    • Climb vertical recoil: 30 → 170
    • Ergonomics: 65 → 40
  • Misc
    • Projectile velocity: 800 → 600
    • Push force: 60 → 30
    • Demolition: 10 → 20
Liberator Explosive (Heavy)
  • Technical changes
    • Mech explosion to projectile
    • Armor penetration: 2 → 3
  • Attack
    • Damage: 100
    • Durable damage: 90
    • Explosion Damage: 70
    • Explosion Durable damage: 60
    • Inner radius: 2
    • Outer radius: 3.5
    • Shockwave radius: 4
    • Explosion Stagger: 15
    • RPM: 320
  • Handling
    • Drift horizontal recoil: 150
    • Drift vertical recoil: 300
    • Climb horizontal recoil: 300
    • Climb vertical recoil: 600
    • Ergonomics: 33

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 → 110
• Durable damage: 16 → 30
• Fire rate per mode: 0, 640, 0 → 0, 900, 640
• Climb vertical recoil: 30 → 80
• Sway: 1 → 0.8
• Magazine capacity: 32 → 60
• Spare/Supply mags: 8 → 7
• Reload speed: 4 → 2.5

AR-61 Tenderizer
• Damage: 105 → 130
• Durable damage: 30 → 80
• Sway: 1 → 0.8
• Magazine capacity: 35 → 40

BR-14 Adjudicator
• Damage: 95 → 145
• Durable damage: 23 → 50
• 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
• Mag capacity: 45 → 65
• Spare/Supply mags: 7 → 6
• Reload speed: 3.75 → 2
• Sway: 1 → 0.9
• Spare/Supply/Starting rounds (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 → 260
• Durable damage: 50 → 100
• AP extreme: 0 → 1
• Projectile drag: 0.3 → 0.2
• Fire rate (RPM): 350 → 250
• Sway: 0.8 → 0.9

R-2124 Constitution (Strong version)
• Damage: 300 → 500
• Durable damage: 100 → 165
• AP direct: 3 → 4
• Spare/Supply ammo: 60 → 70
• AP Extreme angle: 0 → 2
• Push force: 35 → 20
• Projectile velocity: 850 → 1200
• Projectile drag: 0.3 → 0.2
• Fire rate (RPM): 100 → 70
• Sway: 1 → 0.8
• Starting rounds: 32 → 40
|
R-2124 Constitution (Fast version)
• Damage: 180 → 250
• Durable damage: 50 → 70
• Projectile drag: 0.3 → 0.2
• Fire rate (RPM): 60 → 170
• 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 (Fast version)
• Damage: 300 → 250
• Durable damage: 100 → 70
• Projectile drag: 0.3 → 0.2
• Fire rate (RPM): 60 → 170
• Ergonomics: 65 → 72
• Sway: 1 → 0.8
• Rounds capacity: 8 → 10
• Starting rounds: 60 → 80
• Spare/Supply rounds: 100 → 120
|
R-6 Deadeye (Strong version)
• Damage: 300 → 500
• Durable damage: 100 → 165
• AP direct: 3 → 4 (Medium pen available)
• Spare/Supply ammo: 60 → 70
• AP Extreme angle: 0 → 2
• Push force: 35 → 20
• 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
• Reload speed: 3.5 -> 2.5

M7S SMG
• Damage: 90 → 100
• Durable damage: 18 → 26
• AP direct: 2 → 3
• Projectile drag: 1.2 → 0.6
• Fire rate (RPM): 872 → 900
• Reload speed: 3 → 2
• Spare/Supply mags: 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 → 65
• Durable damage: 12 → 18
• Spread: 200, 150 (horizontal, vertical) -> 150, 120 (horizontal, vertical
• AP (slight / direct / large): 2 → 3
• AP extreme: 0 → 1
• Fire rate (RPM): 80 → 110
• Spare/Supply rounds: 60 → 70

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
• Damage: 330 -> 400
• Durable damage: 90 → 100
• Projectile drag: 2 → 0.45
• Demolition: 10 → 20
• AP extreme: 0 → 1
• Fire rate (RPM): 80 → 100
• Spare/Supply rounds: 60 → 70

SG-225SP Breaker Spray&Pray
• Damage: 15 → 30
• Durable damage: 4 → 9
• AP large: 2 → 1
• Projectile drag: 0.5 → 1
• Pellets per shot: 16 → 9
• 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
  • Drum mag:
    • Capacity: 26 → 210
    • Spare/Supply/Starting mags: 8 → 3
    • Reload speed: 3 → 5.4
  • Extended mag:
    • Capacity: 16 → 140
    • Spare/Supply/Starting mags: 13 → 5
    • Reload speed: 2.5 -> 4
  • Short mag:
    • Capacity: 13 → 70
    • Spare/Supply/Starting mags: 20 → 10
    • Reload speed: 2 → 2
SG-225IE Breaker Incendiary
• Durable damage: 10 → 3
• Status effect buildup: 0.6 → 1
• Pellets per shot: 12 → 20

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
• Armor penetration direct: 3 -> 4 (medium pen version available)
• Damage: 70 → 80
• Durable damage: 35 → 45
• Reload speed: 2 → 1.3
• Demolition: 10 → 20
• AP extreme: 0 → 2
• Horizontal spread: 150 → 220
• Vertical spread: 120 → 155
• Spare/Supply rounds: 40 → 65

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/Supply rounds: 70 → 77
• Reload speed: 1.8 -> 1.5



— 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 → 95
• Durable damage: 6 → 12
• Projectile velocity: 1300 → 1500
• Horizontal spread: 20 → 12
• Vertical spread: 20 → 12
• Sway: 1 → 0.9
• Cooling per second: 8 → 22
• Wind-up: 100 → 30
• AP extreme angle: 0 → 2

LAS-17 Double-Edge Sickle
• Damage: 60 → 95
• Durable damage: 6 → 12
• Projectile velocity: 1300 → 1500
• Horizontal spread: 20 → 12
• Vertical spread: 20 → 12
• Sway: 1 → 0.9
• Cooling per second: 8 → 22
• Wind-up: 100 → 30
• AP extreme angle: 0 → 2
• Starting heatsinks: 2 → 3
• Spare heatsinks: 3 → 5

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
• Durable dmg: 35 → 50
• Demolition: 10 → 20
• AP slight: 3 → 4
• AP direct: 3 → 4
• AP extreme: 0 → 3
• Horizontal spread: 1350 → 2000
• Vertical spread: 350 → 500
• RPM: 45 → 55
• First-shot maximum angle spread (improves arcs' landing on enemies): 10 → 20
• Arc maximum angle spread (same): 10 → 100
• Arc range 25 → 30

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-13 Trident
• Durable damage: 6 → 10
• Cooling per second: 15 → 23
• Heat per shot: 10 → 12.5

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 → 0.85
• Cooling per second: 5.4 → 9



— SPECIAL WEAPONS —

JAR-5 Dominator
• AP (slight / direct / large): 3 → 4
• Damage: 275 → 260 (+bolt pistol explosion)
• +Impact explosion: P/40-K Bolt Pistol explosion
• Climb horizontal recoil: 50 → 180
• Climb vertical recoil: 120 → 600
• Drift horizontal recoil: 30 → 70
• Drift vertical recoil: 30 → 450
• Projectile velocity: 180 → 350
• Fire rate (RPM): 250 → 200
• Ergonomics: 30 → 18
• Horizontal spread: 10 → 5
• Vertical spread: 10 → 5
• 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
• Reload speed: 2.5 → 2
• Damage: 2 → 3
• Durable damage: 2 → 3
• Status effect buildup: 2 → 4
• Status 2 buildup: 3 → 5
• Magazine capacity: 100 → 120
• Spare/Supply mags: 6 → 7

VG-70 Variable
• Damage: 85 → 105
• Durable damage: 23 → 40
• 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 → 1400
• Fire modes: single → burst (3 shots)
• Projectile velocity: 320 → 450
• Projectile drag: 1.2 → 0.6
• 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
• Damage: 70 → 85
• Durable dmg: 12 → 24
• Drag: 1.2 → 0.68
• Fire rate per mode: 0, 1100, 0 → 0, 1400, 800
• 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 → 400
• Durable damage: 75 → 100
• Reload speed: 2.7 → 2.2
• Stagger: 20 → 35
• Push force: 10 → 5
• 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
• Spare/Supply rounds: 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

Grenade Pistol
Ammo count: 6 → 10
Reload speed: 2 → 1.4

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 → 250
• Durable damage: 28 → 60
• Stagger: 15 → 20
• AP: 2 → 3
• AP extreme: 0 → 1
• Projectile drag: 1.2 → 0.4
• Fire rate (RPM): 900 → 250
• 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 → 7
• Magazines from supply: 10 → 7
• Push force: 10 → 5

P-69 Veto
• Damage: 105 → 130
• Durable damage: 35 → 110
• Projectile velocity: 375 → 450
• Starting rounds: 52 → 65
• Spare rounds: 90 → 105
• Rounds from supply: 90 → 105
• Reload speed: 3 → 2.5

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

SG-22 Bushwhacker
• Damage: 45 → 65
• Durable damage: 12 → 18
• Spread: 200, 150 (horizontal, vertical) → 150, 120 (horizontal, vertical)
• AP: 2 → 3
• AP extreme: 0 → 1
• Starting rounds: 30 → 35
• Spare rounds: 30 → 35
• Rounds from supply: 30 → 35
• Reload speed: 2.5 → 2

P-72 Crisper
• Magazine capacity: 50 → 75

P-11 Stim Pistol
• Reload speed: 3.7 → 1.5
• 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 ammo: 0 → 1

LAS-58 Talon
• Cooling rate: 10 → 15
• Reload speed: 3.5 → 1.2
• 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
• Reload speed: 3 -> 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
• Drag: 0.3 → 0.1
• 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
• Durable damage: 260 → 300
• Stagger: 30 → 35

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 (Absolute remaster!)
• Capacity: 4 → 16 / 4 → 8
• Damage/Durable dmg: 1100 → 750
• Explosion damage: 150 → 800
• Explosion Durable damage: 150 → 600
• Explosion inner radius: 1 → 6
• Explosion outer radius: 2 → 7
• Explosion shockwave radius: 4 → 8
• Missile starting speed: 30 → 1
• Missile minimum speed (it explains itself): 75 → 1
• Missile preferred speed (max speed): 120 → 300
• Missile acceleration per sec (does what it's called): 200 → 80
• Missile turn blend angle: 45 → 180
• Missile turn rate at the blend angle (better missile aiming): 2 → 200
• Missile turn rate on target (same): 12 → 40
• Stratagem cooldown: 120 / 120 → 90
• Ergonomics: 10 → 30
• Sway: 1 → 0.85

Spear (better seeking at close distance)
• Missile turn blend angle: 45 → 180
• Missile turn rate at the blend angle: 10 → 150
• Missile turn rate on target: 13 → 20

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

RS-422 Railgun
• Damage: 600 → 750 (1875dmg on full charge)
• Durable damage: 225 → 300 (650dmg on full charge)
• Spare ammo: 20 -> 22
• Demolition: 10 → 20
• Push force: 15 → 25
• Projectile drag: 0.3 → 0.1

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

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: 1 → 0.7
• Full charge damage: 250 → 700
• Full charge durable damage: 100 → 350
• Full charge time: 1.1 → 2.7
• Full charge distance: 55 → 80
• Damage multiplier at minimum charge: 1 → 0.36 (252dmg and 126 dur dmg)

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
• Capacity: 3 -> 4
• Spread: 15 -> 3

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
• AP direct: 3 → 4 (medium pen version available)
• Stagger: 15 → 30
• Push force: 12 → 10
• Status effect type: none → stun small
• Status effect buildup: 0 → 0.08
• 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
• Damage (Medium pen version): 80 -> 90

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
• Backpack ammo: 120 → 150
• Supply ammo: 60 → 80

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

Sterilizer is not bad now!!!!
• +Acid storm and poison effect added (acid storm reduces armor by 1 for a short time after hitting enemy; poison deals damage per second??)
• Poison effect strength: 40
• Gas 2 effect strenght: 0.5 → 2 (maybe doesn't do anything)
• Gas confusion effect strength: 0.5 → 2 (blindness)
• Gas confusion effect duration: 9 → 10 sec
• Damage: 1 → 2
• Durable dmg: 1 → 2



— 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 → 5.5
• Air control: 4 → 5

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

— VEHICLES —

All Mechs

• General health: 1800 → 2000
• Legs' health: 400 → 800
• Hips' health: 400 → 800
• Cockpit rears' health: 400 → 800
• Zone 0 health: 400 → 800
• Zone 1 health: 400 → 800

• Guns' health: 800 → 1400


EXO-45 Patriot Exosuit
  • Missile launcher
    • Damage: 1250 → 1600
    • Durable damage: 1250 → 1600
    • AP extreme: 0 → 4
    • Projectile velocity: 200 → 800
    • Magazine capacity: 14 → 20
  • Gatling gun
    • Magazine capacity: 1350 → 1700
    • Spin-up and spin-down time: 1 -> 0.5

EXO-49 Emancipator Exosuit
• Guns' ammo capacity: 100 → 150

EXO-55 Breakthrough Exosuit
• flak cannon AP extreme: 0 → 3

EXO-51 Lumberer Exosuit
  • AT cannon
    • AP extreme: 3 → 4
    • Magazine capacity: 25 → 28
  • Flamethrower
    • Magazine capacity: 500 → 1100

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

========================================
Melee weapons
========================================

+Melee health gain for fighting with enemies
+Stagger protection when wielding melee


Big thanks to
Helldiver700 for combining our mods!!! All credit for this goes to him!!

  • Secondary Melees in general
    • Short melees' Hit-box size
      • Volume X: 0.1 → 0.85
      • Volume Y: 0.45 → 2.0
      • Volume Z: 0.85
      • +"Suppressed"
  • CQC-1 One True Flag (More truesome flag (you should install some buff givings for a real one true flag))
    • Damage: 200 → 500
    • Durable damage: 100 → 250
    • Armor penetration: 3 → 4
    • Demolition force: 10 → 20
    • Ergonomics: 65 → 75
    • Hit-box size
      • Volume Z: 1.0 → 2.5
  • CQC-9 Defoliation Tool (Doomguy's chainsaw)
    • Damage: 450 → 600
    • Durable damage: 225 → 300
    • Armor penetration: 3 → 4
    • AP extreme angle: 0 → 4
    • Demolition force: 10 → 20
    • Hit-box size
      • Hit Volume X (First hit): 0.1 → 0.3
      • Hit Volume Y (First hit): 0.4 → 1.0
      • Hit Volume Z (First hit): 0.6 → 1.0
      • Hit Volume X (Cutting): 0.1 → 0.3
      • Hit Volume Y (Cutting): 0.4 → 1.5
      • Hit Volume Z (Cutting): 0.9 → 1
  • CQC-20 Breaching Hammer (Adamantium hammer)
    • Spare/Supply/Starting mags: 7 → 9
    • Damage: 300 → 600
    • Durable damage: 150 → 600
    • AP: 3 → 4
    • Explosion demolition: 30 → 40
    • Explosion damage/durable dmg: 2200 → 2000
    • Explosion inner radius: 0.5 → 1.5
    • Explosion outer radius: 3 → 4
    • Explosion shockwave radius: 12 → 10
    • Hit-box size
      • Volume X: 0.2 → 0.6
      • Volume Y: 0.45 → 0.6
      • Volume Z: 0.8 → 1.6
  • CQC-2 Saber (Slicer)
    • Damage: 188 → 250
    • Durable Damage: 98 → 100
    • Armor Penetration: 3 → 4
  • CQC-5 Combat Hatchet (uhh i dunno just a cool hatchet)
    • Damage: 240 → 400
    • Durable Damage: 120 → 170
    • Armor Penetration: 3 → 4
  • CQC-19 Stun Lance (Stunning Killer)
    • Damage: 165 → 250
    • Durable Damage: 83 → 100
    • Armor Penetration: 3 → 4
    • Volume Z: 0.75 → 2.25
  • CQC-30 Stun Baton (Stunning Monster)
    • Damage: 120 → 170
    • Durable Damage: 60 → 70
    • Stun Status Strength: 5 → 15
  • CQC-42 Machete (Wild Machete)
    • Damage: 300 → 500
    • Durable Damage: 150 → 500
    • Armor Penetration: 3 → 4 (can't change showing in armory)
    • Demolition: 10 → 20
    • Stagger: 30 → 35
  • CQC-72 Entrenchment Tool
    • Damage: 165 → 200
    • Durable Damage: 83 → 100
    • Armor Penetration: 3 → 4
    • +Acid storm effect on hit
    • Demolition: 10 → 20

========================================
NO CHANGES (vanilla stats)
========================================
Explosive Weapons: R-36 Eruptor, CB-9 Exploding Crossbow, GL-15 Evictor
Secondary Weapons: P/40-K Bolt Pistol
Throwables: TED-63 Dynamite, G-4 Gas, G-31 Arc
Support Weapons: GL-21 Grenade Launcher
Backpacks: 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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First release
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Platform
PC 
Version
1.5.6 - Melee update
Total Size
6.1 MB
Rating
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  • 23,700

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More mods from D-Glitch

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Latest updates

  1. 1.5.6 - Weapons patch

    Yet another one update where i finally reimagined explosive weapons (though except evictor, this...
  2. 1.5.5 - Liberator explosive as intended

    Added heavy version of liberator explosive that i intended to do. I think it's fun and pretty...
  3. 1.5.4 - Lib explosive fix

    Fixed exo blow up appliance, so lib explosive works now.

Pinned comment

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OfficerOnyx

Modder
Modder
Members
Sep 29, 2026
67
26
I've heard about Hellforge only recently, can you quickly tell how do i do it?
Hellforge is a launcher that kinda creates an offline copy of the game. It works for me and recently they added LUA mod support.
 

D-Glitch

Modder
Modder
Members
Sep 27, 2026
308
119
Hellforge is a launcher that kinda creates an offline copy of the game. It works for me and recently they achieved LUA mod support.
So HellForge able to load mods that are only from it's site or something like this?
 

Tripplestryke245

Members
Members
Oct 4, 2026
2
0
Does the mod still work with the Easy anticheat update? I spotted the mod a bit ago ant was curious to try, but, I'm now afraid to.
 

lanlu

Members
Members
Oct 3, 2026
3
0
Well, it can load mods from here as wel (mine worked without issues). It's just its website wants json added for mod info.
HellForge-Setup won't run on my computer; nothing happens when I double-click it. I have already disabled my antivirus software and firewall.