Helldivers' Ammunition - Updates

PC Helldivers' Ammunition 3.5.0

Updates for Helldivers 2
Hello, fellow Helldivers.

For now, the mod will be updated for the Hellforge: Offline Helldivers 2 client.

Thank you for your time and understanding.
Hello, fellow Helldivers.

Currently, the mod is on pause and does not work until the new version of Bingus Shared Loader is uploaded.

Also, I want to share some caution regarding the mod, since it may get detected by EAC.

Onyx out.
Changelog

New


More variety inside the ammo groups, so a weapon can fix its own weak spot.

  • AP Lite: Armor penetration +1 level (up to AP3). -20% damage, +10% durable damage, 10% more capacity.

    Shop price 300

  • Heavy Core: Armor penetration +1 level (up to AP4). -5% damage, +40% durable damage, 10% slower fire, +12% recoil, 5% less capacity.

    Shop price 700

  • Hardened Tip: Armor penetration +1 level (up to AP3), +5% damage, +10% durable damage, 10% slower fire, 10% less capacity, +8% recoil.

    Shop price 500

  • Hot Load: +12% damage and durable damage, +10% recoil, +10% spread.

    Shop price 500

  • Bulk Pack: 25% more capacity, -10% damage.

    Shop price 300

  • Rapid: 15% faster fire, 5% more capacity, +12% recoil, -8% damage.

    Shop price 500

  • Match Grade: 25% tighter spread, -10% recoil, 5% slower fire.

    Shop price 500


Changed

  • Uranium Tip: +50% durable damage (was +10%), -5% capacity ( was -10%).
Changelog

Fixed

  • P-4 Senator: it never received the fire rate or the magazine capacity of an ammo type; only its damage, handling and bullet speed changed.
Changelog

New


  • Toxic: adds the gas effect twice the strength than standard Gas.
    -30% damage and durable damage, 28% slower fire, -20% handling, 20% less capacity.

    Shop price 700

Fixed

  • Secondary weapons ammo picker: on some setups the AMMO TYPE button never showed on the Secondary screen, because the mod read that screen as hidden even though the game offered the weapons.
Changelog

Fixed

  • Arsenal Slips were not awarded after long missions: with Ammo Progression on, a long mission (30 to 40 minutes, all objectives done) could be ruled "too short" and pay no Slips, while short missions paid normally.

Changed
  • Explosive Ammo Type: Blast Damage and Armor Penetration now scale with a weapon. Damage acquires 50% of the weapon's base damage, and Armor Penetration is raised to AP4, if used on an AP4 weapon.
  • Like
Reactions: Desiderium
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.