Helldivers' Ammunition - Updates

PC Helldivers' Ammunition 3.3.1

Updates for Helldivers 2
New

Support Weapons


Open the Weaponry screen and press the SUPPORT arrow in the top-right corner.
A page of support weapons opens (PAGE 1 / PAGE 2, Q and E). Pick a weapon, pick its ammo type in the AMMO TYPE box, press APPLY.

The stats, the penetration and the weapon traits on the page follow the ammo. Every weapon keeps its standard ammo, the page does not change that.


  • Standard ammo types: MG-43 Machine Gun, MG-206 Heavy Machine Gun, M-105 Stalwart, APW-1 Anti-Materiel Rifle, MGX-42 Bullet Storm and M-1000 Maxigun.
    • The same ammo types as the primary weapons (effects, penetration, power, handling).
    • The Bullet Storm's tracer rounds are edited together with its main rounds.
    • The Maxigun's and GL-28's ammo comes from the backpack, so their capacity stays as it is.
  • Energy ammo types: LAS-98 Laser Cannon, LAS-99 Quasar Cannon, ARC-3 Arc Thrower and PLAS-45 Epoch.
    • Nuclear (NUCP), Cold (CLD), Pulsed (PULSP), Tritium (TRI) and Confined (CNF) plasma. The Epoch's types change both its normal and its charged shot.
    • The Arc Thrower's types also change its lightning: Cold adds one chain length, Pulsed adds one chain split, Confined has a longer reach and tighter arcs.
  • Explosive launchers: GL-21 and GL-28 Grenade Launchers, RL-77 Airburst Rocket Launcher, MLS-4X Commando and StA-X3 W.A.S.P.
    • Incendiary, EM and Gas halve the direct hit (damage and durable damage -50%) and replace the explosion with a stock grenade explosion (G-13 incendiary, G-23 stun, G-4 gas), with that grenade's own size, damage and effect.
    • The RL-77's types go onto the bomblets of both its modes.
    • The W.A.S.P.'s types go onto both its modes: the seven shrapnel missiles of the artillery strike carry the effect.
  • Orbital explosions: GR-8 Recoilless Rifle, EAT-17 Expendable Anti-Tank and FAF-14 Spear.
    • The same, but the explosion is replaced with an orbital one (napalm, EMS, gas).
  • Two rounds: AC-8 Autocannon and GR-8 Recoilless Rifle have an ammo box for each round. The explosive round takes Incendiary, EM and Gas. The AP / anti-tank round takes the stat types (damage, speed, handling).

  • RS-422 Railgun: the stat types only, no effects. The fire rate cost of a type becomes sway instead (the Railgun fires one shot at a time), and a damage or durable damage bonus keeps 70% of its size.

  • S-11 Speargun: the stat types only. Its gas cloud stays as it is.

  • Not included:
    • FLAM-40 Flamethrower (it needs its own way of handling gas and fire, not done yet) and the Solo Silo (a placed emplacement, not a weapon with ammo).
    • Weapons that share a projectile or a damage record with enemies, turrets or vehicles (for example the MG-206 and the Commando) get their own copy first, so only the weapon changes.

Ammo Progression (Optional)

Off by default. Turn it on in the Mods menu: AMMO PROGRESSION.

  • When it is on: every ammo type starts locked and disappears from the ammo lists (Primary, Secondary and Support). Standard ammo stays free.

  • Arsenal Slips: completing missions earns them. The balance is shown in the top-right corner of the Support page (the silver A).
    • Win: 250, plus up to 100 for a fast mission (the full bonus at 6 minutes or less, none at 20 minutes or more, counted from the drop to the results screen).
    • Mission completed, but the whole squad died: half of that.
    • Failed mission: nothing. A mission shorter than 2 minutes pays nothing.

AMMO UNLOCK tab (above the Support title, only with the progression on): lists the ammo types by price. A purchase unlocks the type for every weapon that can use it.

  • 300 Slips: Hollow Point, Magnum, Ripper, Magnetized, High Velocity, Overpressure, Birdshot, Bugshot.
  • 500 Slips: Armor Penetrating, Sabot, Flechettes, Tri-Ball, Subsonic, Incendiary, Tritium Plasma, Confined Plasma, Cold Plasma, Pulsed Plasma.
  • 700 Slips: Uranium Tip, Devastator, EM, Gas, Nuclear Plasma.
  • Everything together is 10,900 Slips.

  • Saved: the balance and the unlocked types are kept in `EnhancedAmmoProgress.txt`. A weapon that was set to a locked type goes back to its standard ammo, and gets the type back when it is bought. Turning the option off makes every ammo type available again and keeps the unlocks.

Ammo Availability

The AVAILABILITY tab (above the Support title; it can be hidden in the Mods menu: AVAILABILITY TAB). It works with the progression on or off.

  • Pick the group (Primary, Secondary, Support), pick the weapon, and turn ammo types on or off with the checkboxes. ENABLE ALL and DISABLE ALL switch the whole list. The Autocannon's and the Recoilless Rifle's second rounds are listed on their own.
  • A type that is off is gone for that weapon only: not in its ammo list, never applied. Its saved choice stays in the file and comes back when the type is switched on again.
  • With the progression on, the shop does not sell a type that is off on every weapon that could use it.

  • Saved in `EnhancedAmmoAvailability.txt`.

New​

5 Ammo Types have been added specifically for shotguns.
Don't be afraid of large numbers - these are counted per pellet.

BIRDSHOT
- Pellets +50%
- Damage -10%
- Durable -25%
- Spread +20%
- Recoil -10%
- Projectile speed -15%

BUGSHOT
- Pellets -40%
- Damage -5%
- Spread -15%
- Recoil +5%

SABOT
- One slug (pellets become 1)
- Damage -10%
- Durable +30%
- Armor penetration +1 level (max AP4; not on Heavy weapons)
- Spread -80%
- Projectile speed +10%
- Recoil +15%

FLECHETTES
- Damage -45%
- Durable +15%
- Armor penetration +1 level (max AP3; not on Medium or Heavy weapons)
- Spread -15%
- Projectile speed +10%
- Recoil -5%

TRI-BALL
- Three heavy shot slugs (pellets become 3)
- Damage -15%
- Durable +60%
- Spread -65%
- Recoil +10%
New ammo types

High Velocity:
light, fast and steady.
- Damage −15%
- Durable −17%
- Projectile speed +60%
- Recoil −10%
- Spread −12%
- Ergonomics +5%
- Magazine +10%

Ripper: heavy round for close range.
- Damage +15%
- Durable +20%
- Fire rate −12%
- Recoil +10%
- Spread +15%
- Projectile speed −10%
- Magazine −10%

Devastator: fast armor-piercer.
- Armor penetration +1 level (up to AP3; not on Medium or Heavy weapons)P
- Projectile speed +45%
- Recoil +30%
- Spread +25%
- Ergonomics −8%
- Magazine −15%.

Magazine capacity
  • Ammo types can now change the magazine size by a percentage, in whole rounds. The preview shows <span>MAGAZINE: +X% CAPACITY</span>.
  • Light: Overpressure +15%, High Velocity +10%, Subsonic +5%. Heavy: Uranium Tip −10%, Ripper −10%, Devastator −15%, Magnum −5%, Gas −5%. The other types are unchanged.
  • Weapons that reload round by round (shotguns, bolt-actions) keep their magazines.
Balance changes
  • Overpressure: recoil +15% → +20%, durable −10% → −15%.
  • Uranium Tip: fire rate −45% → −35%.
  • Magnum: recoil +25% → +21%.
  • Gas: ergonomics −15% → −12%, fire rate −20% → −18%.
Armory menu
  • Ammo types are now grouped with yellow separators: Effects (Incendiary, EM, Gas, Subsonic), Penetration (AP, Uranium Tip, Devastator), Power (Hollow Point, Magnum, Ripper) and Handling (Magnetized, High Velocity, Overpressure).
  • Scrolling added for convenience.
Fixed
  • PLAS-39 Accelerator Rifle had no energy ammo.
Not covered here
  • One-Two rotation ammo
Changelog

New

  • Added Pulsed Plasma Ammo Type with Fire Effect for LAS-16 Sickle, LAS-12 Sai, LAS-58 Talon and LAS-13 Trident. LAS-17 Double-Edgde Sickle has different projectiles that don't get covered correctly.
Changelog

Fixed

  • LAS- 58 Talon: fire rate didn't change on Ammo Type.
Changelog - 2.1.0

NEW
- Added support for all three Legendary Warbonds.