Helldivers' Ammunition - Updates

PC Helldivers' Ammunition 3.3.1

Updates for Helldivers 2
Changelog

Fixed


  • Support weapons ammo list: the Speargun's list was so long that its first rows (Standard and more) ran off the top of the screen.
    Long lists now show 10 rows at a time with ^ MORE and v MORE rows, like the Primary and Secondary list, and open on the ammo you have picked.
Changelog

New


  • Thermite: every hit adds the game's own Thermite status (the one the P-34 Breacher and the G-123 grenade use) and a short fire.

    Armor penetration +1 level (up to heavy), -10% damage, +5% recoil, 10% less capacity. Not for pellet shotguns.

    Shop price 700

  • Concussive: pushes enemies away.

    -15% damage, -10% durable damage, stagger and push about doubled, +10% recoil, 5% slower fire. The hover shows the real stagger and push numbers.

    Shop price 500

  • Explosive: a small blast on every hit: 45 blast damage in about 3 m, with some stagger and push.

    -40% damage and durable damage on the bullet itself, 40% slower fire, +15% recoil, +10% spread, 30% less capacity. Not for pellet shotguns or weapons that already explode.

    Shop price 700

  • Cryo: every hit adds the game's long Stun status: about 10 seconds of stagger.

    -15% damage and durable damage, 10% slower fire, 10% less capacity. Not for pellet shotguns.
    Needs VFX Support 0.3.0 for the small icy-blue frost cloud it plays on every hit.

    Shop price 700

Helldivers' Ammunition: VFX Support 0.3.0: a small icy-blue copy of the gas grenade cloud for Cryo.
Update it together with the mod.


Changed

  • R/40-K Hot-Shot Marksman Rifle: now takes the five plasma ammo types (Nuclear, Cold, Pulsed, Tritium and Confined Plasma) instead of the ballistic ones. It is a laser rifle in lore and has no heat. A ballistic ammo saved on it is dropped.

  • Support weapons arrow: now follows the game's menu layout and stays in the top right corner of the Weaponry screen at every aspect ratio and UI scale. A position set by hand with ax and ay in EnhancedAmmoSupportPage.txt is used as written.

Fixed

  • Support weapons arrow: it no longer lands on top of the E key hint on ultrawide (21:9) screens.
Changelog

Fixed

  • Magazine capacity not changing (every weapon, the CB-9 bolt types included) on some machines. The search for the game's magazine table could finish while the game was still loading and was never repeated, so no capacity change applied for the whole session while other effects (damage, fire rate, silence) did. The search now repeats until the table is found (up to 8 times, 12 s apart) and then applies your saved ammo again.
Changelog

New

  • Mixed Belt: +15% durable damage, a little more recoil and spread, 5% less capacity.
    Shop price 300.

  • Heavy Slug: +15% damage, +15% projectile speed, +25% spread, +15% recoil, 8% slower fire, 10% less capacity. Not for pellet shotguns.
    Shop price 500.

  • Assassin Round: +20% damage, +60% durable damage, armor penetration up to heavy, +10% projectile speed, 20% slower fire, +35% recoil, 20% less capacity.
    Slow-fire rifles only: marksman rifles, bolt-action and lever-action rifles, snipers and the AMR (which goes up to AP5).
    Shop price 700.

  • Tracer-less Rounds: an almost invisible tracer instead of a glowing streak, and a weak subsonic effect that makes the shot slightly less noticeable (not suppressed). Damage and durable damage -5%, recoil +5%.
    Shop price 300.
Changelog

Fixed

  • Piercing Bolt (CB-9): the armor penetration line in the Armory now rises to Heavy, as the ammo's real armor penetration already did.
  • Less background work: the periodic re-search for your loadout record heavily affected performance before. If you use another mod that swaps loadouts and your ammo goes missing after a swap, turn on the new SEARCH FOR NEW LOADOUTS option in the Mods Menu. The periodic search comes back (every 10 minutes), at a cost in frame time while it runs.
    It is RECOMMENDED to have it OFF.

    DiverKit was tested and worked without the option turned on.
Changed
  • AR/GL-21 One-Two: the grenade rotation key is now 5.
Changelog

New

CB-9 Exploding Crossbow
gets four bolt types that take the explosion off the bolt and make the shot silent. The loss is made up with a bigger magazine and a faster fire rate, so the crossbow handles like a quick-draw primary:
  • Field Bolt: 220 damage, 18 bolts, 110 rpm
  • Piercing Bolt: 200 damage, 15 bolts, 100 rpm, heavy armor penetration, faster flight
  • Heavy Bolt: 310 damage, 10 bolts, 70 rpm, a lot of durable damage, slower flight
  • Light Bolt: 150 damage, 24 bolts, 140 rpm
The old Incendiary, EM and Gas types still work. The crossbow's drawing animation can't keep up with the faster fire rates, and a bolt may stay on screen for about a second after it lands.


S-11 Speargun (support weapon) gets ammo types that take the gas cloud off the spear and are silent:
  • Straight Spear (same hit, 30% faster flight, flatter path)
  • Heavy Spear (+25% damage, slower flight, more recoil).
    These two are not tested in game yet; please tell us how they behave.

Simple Ammo Per Weapon Config
  • The ammo you pick is saved per weapon config (the 1 / 2 / 3 buttons under CYCLE WEAPON CONFIG). Click another config and its ammo comes back.

Warning: the game gives us no config number, so a config is recognised by its attachments. Two configs with the same attachments share one ammo choice, and changing a config's attachments gives it a fresh start. Give each config a different attachment if you want different ammo on each.

Less background work
  • The periodic search for your loadout record now runs every 10 minutes or more (it was every 2 minutes), in thinner slices. One user's log showed it using 100 to 400 ms of every second for 3 to 7 minutes at a time.
Changelog

New: ammo that costs Slips per mission
(needs AMMO PROGRESSION on)
  • PAY PER MISSION (new Mods menu option, off by default): nothing is locked. Every mission start charges Arsenal Slips for the ammo of your primary, your secondary and every support weapon in your stratagem slots: a fifth of the shop price per type (60 / 100 / 140). Ammo you can't pay for stays standard for that mission.
  • The AMMO PERMITS tab shows your kit, what it costs, and warns in red if you can't afford all of it.
  • RANDOM LOADOUT (a button in the same tab): each mission start rolls free, random ammo for your weapons. Completing the mission pays +150 Slips on top of the normal payout (half if you didn't extract). The tab shows what you rolled and keeps your last mission's result and ammo. Press PICK MY OWN AMMO to go back.

Fixed
  • Short stutters (25-40 ms every minute or two, worse in heavy combat). The periodic search for your equipped weapon could do hundreds of memory reads in one frame. It now keeps to its time limit, uses thinner slices, and repeats less often.
Changelog

Fixed

  • Conflict with HD2Runtime mods (Total Arsenal Overhaul and similar). Our saved ammo used to be applied before HD2Runtime had applied the other mods’ changes, and HD2Runtime then rejected those changes. The ammo now waits (at most 150 s) until the Runtime has finished its startup patching, and scales the other mods’ numbers. Tested on the support weapons; other weapons may still need checking.
  • Fire rate, handling and magazine effects not applying on setups where another mod edits weapon data or magazines. The search for this data is now more tolerant of such edits. This should help affected setups; please report if a fire-rate effect still doesn’t apply.
HD2Runtime may log FOREIGN VALUE for fields we scaled. This is a warning only, and our values stay in place.

If a damage mod’s change still doesn’t show, send EnhancedAmmoEngine.log and HD2Runtime.log (same Logs folder) and say which weapon and ammo type you picked.
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Changelog

Fixed

  • Eagle strikes dropping bullets instead of bombs when an MG-43, MG-206, Stalwart or Commando had a non-standard ammo type set. These weapons no longer touch any Eagle data.
  • Ammo percentages now use the numbers that are really in the game when another mod changes weapon stats. This includes extra damage records, explosion damage and shotgun pellet counts.
  • The Support page’s DAMAGE now includes explosion damage for the Belt-Fed GL, Commando, Epoch and the other launchers. It used to show only the direct hit.
Changed
  • Ripper has more power: +30% damage (was +15%), with more recoil (+25%) and spread (+20%).
  • P/40-K Bolt Pistol: Incendiary, Gas and EM now apply to the bolt’s explosion instead of only the direct hit. This is untested in game.
  • The engine log has a new tables line showing which game tables were found. It helps diagnose Linux/Proton reports.
If anything misbehaves, send EnhancedAmmoEngine.log, EnhancedAmmoUi.log and EnhancedAmmoBoot.log with the weapon and ammo you picked to DMs or on GitHub repository.
1. Machine guns can break Eagle stratagems
If you set a non-standard ammo type on the MG-43, MG-206, Stalwart or Commando, some Eagle strikes can drop bullets instead of bombs. The Eagle Airstrike (with the MG-43) is the one we’ve confirmed, and Eagle Napalm is hit through the Commando. The cause is on our side. Those weapons borrow game records that the Eagle bombs also use.
We considered them empty placeholders, and it appears we were wrong.

Workaround: set the MG-43, MG-206, Stalwart and Commando back to standard ammo. The bombs should get restored. Other weapons are not affected.
Fix: in progress. We are figuring out how to implement the needed Support weapons without breaking the game.

2. Equipped weapon not detected on some setups
On some machines the mod can’t find which weapon you have equipped. It then uses the last primary and secondary you picked ammo for in the Armory. If your ammo looks wrong in a mission, open the Armory and re-select your weapons.

3. Other mods that change weapon values
If another mod also edits the same weapon values, the two can fight over them. If your ammo effects flicker or don’t apply, try without the other mod.

4. Ammo Progression
Slips are paid from the results screen timing, so on a rare mission the result can be “undetermined” and pay nothing. Missions under 2 minutes pay nothing by design. Difficulty doesn’t change the payout yet.