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HELLHARDER preset 1.0.2

A Mod for Helldivers 2
HELLHARDER preset akl_mod_preview_image
HELLHARDER Preset v1


Heyllo ! This a preset used in Shodan Stat Editor with the addon.

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TLDR. (too long didn't read)

The preset's goal is to make both our foes and our weapons stronger while adressing some QoL issue of the game. (need good PC)

The philosophy behind this preset was at first to give the game more cinema, fun and make it harder for lv10 games while keeping balance in mind.
ALL weapons and stratagems of the game have been reviewed, some recieved minor tweak, few had near complete rework. Our enemies also have stats changed.

end of TLDR.

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TSDR. (too short did red (lol))


In a general eye glance:


Near all weapons:​

-Are more specialised in their roles.
-Have a drasticly reduced spread. Bullets and such are shot from a barrel, theres little reason for them to go in any other direction than which the barrel points at.
-Have a reduced armor penetration when hit in a large angle (Cinetic weapons mostly, with few exceptions.)
-Some are considered as hybrid weapons, EX: R/40-K Hot-Shot marksman Rifle is considered both marksman and heatwave weapon.
-Scopes have been changed to better reflect the expected zoom levels.

Assault Rifle:

-Stagger force increased a bit, generaly +5.

Scout/Marksman/Sniper weapons:

-Drag reduced.
-Recoil reduced by 80%.
-Ergonomics increased by 5.

Shotguns:

-Fire double the ammount of pellets.
-Pellets drops faster.
-Stagger force increased, generaly +10 or +5 for breakers.
-Breakers have +10 ergonomics.

SMGs:

-Drag factor halfed, generaly 0.6.
-Reloads 20% faster.
-Recoil reduced by 50%.
-Sway reduced by 50%.

Pistols:

-Drag factor halfed, generaly 0.6.
-Sway reduced by 50%.

Laser weapons:

-Armor penetration in all angles matches the highest, means lasers don't bounce cause of angles.

Plasma weapons:

-Scorcher have both projectile and explosion parts as medium armor penetration.
-Set your targets on fire for 240 damage over 2s.

Heatwave weapons:
-Shots fully travel throught bodies (after AP AV overpenetration rule).

Fire weapons:

-Fire status damage is reduced from 100 to 60 per second, duration of fire status doubled.
-Flamethrowers and some fire from other sources, inflict an additionnal 240 damage over 2 second.
-Flamethrowers direct damage doubled.

Gaz weapons:

-Gaz confusion and damage uptime reduced by 20% but damage per second is increase by 40%.

Arc weapons:

-All arc damage source (excpet ARC-3 Arc Thrower) inflict significantly less arc damage.
-All arc damage also burns their targets.

Explosions:

-Near all explosions from SE's arsenal are much more dangerous, does more damage, in a larger area, and pushes more.

Grenades:

-Start mission with, and each resupply gives, a full stacks of grenades !
-most of them are buffed, the weaker they were the bigger the buff.

Melee and Throwing Knife:

-Damage incrased by 50% (CQC-20 Defoliation Tool 100%).
-Throwing Knife is AP 4.

Sentries:

-Cooldown reduced to 0, have charge ranging from 10 to 20 depending of original cooldown.
-Health reduced by 50%.

Emplacements:

-Cooldown reduced to 0, have charge ranging from 10 to 15 depending of original cooldown.
-Grendier Battlement, +33% health.
-HMG Emplacement, Pewpews faster and for longer.

Mines:

-Cooldown reduced to 20, 15 Charges per game.
-ATM and APM damage increased.

Big Orbitals:

-Cooldown reduced by 40%.
-Uptime reduced.
-Bigger area of effect.

Smol Orbitals:

-Cooldown reduced by 40%.
-Stronger in what they do.

Eagles' strikes:

-Eagle rearm cooldown reduced to 90seconds from 150.
-Cooldown between flyby reduce to 10seconds from 15.
-Increased number of charges.

Dogs:

-Their weapons reflects the changes that their counterpart gets.

Manoever packs:

-Warp Pack: The bubble goes purple faster but hit red easier. This is the close combat ninja pack !
-Jump Pack: Throws you higher, farther. This is the ultimate redeployment tool !
-Hover Pack: Moves you in air much faster but needs more time to recharge. This is death from the sky pack !

Defensive packs:

-Ballistic Shield Backpack: Cooldown reduced to 120
-Shield Generator Pack: Shield is much weaker but recharge every second. Basically you ignore one instance of damage every second.
-Directional Shield: Shield may break a bit easier. But recharges after only 0.8 seconds instead of 6.

Resupply:

-Cooldown reduced by 60 seconds. You'll need it. Be sure everyone gets their share :)

Support Weapons:

-Cooldown reduced to 240 seconds from 480 seconds.
-Cooldown of SuppWeapons thats comes with a backpack reduced to 90 seconds.
-Cooldown of expandables reduced further.

Exosuits:

-Should be treated as an expandable. Be sure to throw all the might of democracy before it goes down.
-Cooldown reduced by 66%, charges increased to 5 from 3.
-Health reduced by 33%, armor reduced by 1.
-Speed increased by 20%.
-EXO-55 Breakthrough still retain it's health and armor value of his legs as original.
-EXO-55 Breakthrough left arm match the health and armor of the shield.

FRVs:

-Gunner FRV cooldown reduced by 25% and health increased to 3000 from 2400.
-Incinerator FRV cooldown reduced by 25% and health increase to 3600 from 2900.
-Supply FRV cooldown reduce by 75% and health reduced to 1800 from 2400. Have 3 Charges.

Tanks:

-Cooldown reduced to 600 seconds from 780 seconds. Gets 3 charges.
-Health increase to 15000 from 8000.
-TD-110 Maelstrom's main gun ammo increased to 400 and magazines to 7. (From 300/6)

Boosters:

-Hellpod Space Optimization: Isn't touched on itself but is less intersting since Helldivers deploys with all their grenades, all their mags -1, 2 stims /4.
-Armed resupply pod: Have 20 less ammo.
-Concealed Insertion: Radius doubled.
-Deadsprint: Damage increased by 20%.
-Experimental Infusion: From 10s, +10% move speed, -10% damage taken, to 4s, -55% damage taken.
-Firebomb Hellpods: Radius doubled.
-Stun Pods: radius doubled
-Surplus EAT Allocation: increased to 4

Armors:

-Few armor effects have been touched a bit.
-Overall the most underwhelming of them got buffed.
-All light armors are now medium armors.
-Melee and OG helldivers are making happy noises.

Health and Stims:

-Helldivers' health increased to 150 from 125.
-Headshot damage multiplier reduced from 1.5 to 1.2.
-Limbs and torso health slightly reduced.
-Stims duration reduced to 1 from 4. No more 3sec of invulnerability frames sorry.

Movement and Stamina management:

-Helldivers' sprints faster but shorter, making consumming stamina a tactical decision to change position quickly.
-Sprinting with 0 stamina is faster so they can commit in running for a long distance with the cost of not bein able to react with a fast sprint.
-can climb ledges a bit higher and easier.

Terminids:

-Terminids are wild animal, counting more on their senses than their supposed intellect.
-Sight range, angle and earing range increase by 2-3 times depending of the type of bug.
-Elite bugs have more health. (Tentacle have -90% health, kill them before they kills you.)
-Some bug structures have much more health and regenerates slowly. You can still destroy them from afar but commit to hellbombing them is a valid strategy now.

Automatons:

-All bots (but cyborgs) have a very long vision range (not angle). Their earing is near inexistant.
-Cyborgs will regenerate health after 2seconds of not bein hit.
-All heatsinks are AV2 at highest but have durable damage buff.
-Berserkers are faster but weaker.
-Hulks AV are increased to 5.
-Vox engine and FacStrider have more health but have more/weaker weakpoints.
-War Strider is faster but much weaker.
-Command Bunker can only be fully destroyed using a Hellbomb.

Illuminates:

-Voteless are nearly blind and deaf. They'll have a hard time to spot you without the help of another type of squid.
-Actual squids are equiped with high tech alien sensors. They can spot you with ease from afar.
-Leviathans roams from much higher. Health reduced to 10000 from 15000.
-Gatekeeper and Stingray suppress' a larger area.
-Crusher have 33% less health but moves 15% faster.
-All "zombie" type enemies regenerate health. Make sure they're dead before changing target.
-Harvesters' shield is much stronger and regenerate faster but they die easier.
-Elevated Overseers' hover 50% slower, but have more health.
-Staff Overseers' helmet is AV4

Spawn:

-All factions call for help much more frequently than in base game. Make sure to fully clear the area if you want some breath.
-Out-of-map entities spawns more frequently.
-Enemy cap is INCREASED BY 2 !

Exceptions, Fun stuff and things like that:

-Hellbombs are truely Hellbombing ! make sure to prone and/or hide behind cover before it explodes, far and fast.
-Exploding crossbow booms after a short delay, Speargun style.
-Sai now shots form the three barrels at once !
-DESickle is even more considering you as its heatsink.
-Ultimatum is as much for you than for them.
-Stim Pistol is very friendly.
-P/40-K Bolt Pistol is now closer to your WH40k fantasy.
-40-K Meltagun shoots the power of three suns in one beam.
-ARC-3 Arc Thrower feels slow,... for a reason.
-CQC-20 Breaching Hammer can destroy suburbs walls and other hard structures.
-LAS-44 Nova and LAS-99 Quasar Cannon shoots earlier and in burst.
-LAS-98 Laser Cannon and it's sentry version are no longer laser machine guns, they're laser EATs ! But no longer coolsdown :(
-M-1000 Maxigun AP is now 4.
-EXO-45 Patriot use Maxigun's rounds.
-PLAS-45 Epoch could be renamed PLAS-45A Era.
-SOS Beacon code went mad.

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Final note:

Lot of weapons that are AP4 in the base game got their durable damage doubled.
All enemies aoe and Stalker tongues have their push force drasticly reduced. No longer bein throwed around (except if direct hit or from helldivers' arsenal)
Not all changes are explicited. Discover the lil details while spreading democracy :D (or in the editor)

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Hot topics, controversial changes.

1. Stims

-Stims is now use for actually healing you and no longer give you a near-immune 4sec window.
-You can alleviate this by using armors that increase stim duration or having a medic in your team.
-Yes it's also a change made to give more credit to our beloved medics that will also enjoy the new stim pistol.

2. Ultimatum

-the ultimatum ammo system had some drama at release and now create more problem in that regarde now that we have two new pistols of high damage.
-so (for now at least) I think the best decision is to give it absurde power but can only be used once per life.

3. Supply FRV

-As for Ultimatum, i'm not 100% sure about this change.
-Supply FRV has shown how much ppl are unable to manage their supply.
-That said it's still a powerfull but often missused stratagem so I limte it's range of usecase more forcefully.

4. Hellbombs Area of Effect

-Hellbombs power can be overwhelming. Don't take them as a joke and remember the tutorial and loading screen tips ! go prone !

5. Arc damage

-Arc damage bein drasticly reduced could make some ppl sad and I understand it.
-My goal with this change is to avoid genuinly involuntary friendly fire.
-Also staggering, stunning AND set ennemy on fire is fun too :o
- I'm sure arc weapons can be more popular with these changes.

6. Exosuits

-As for the points 2 and 3, I'm not sure about this changes and need more feedbacks.
-That said I'm not rly enclined in making the opposite. Making them tankier, stronger, slower. It would take too much from the tank role.

7. Tanks

-I'm a bit limited on what I can do with tanks so for now it'll only be some number increased.
-If I could I'd make them bein as manoeuvrable as modern tanks.

8. Automaton's firepower.

-their range and aim can overwhelm your position quiet fast but don't forget you have lot of ways to help you.

9. Harvesters

-Harvesters are much more scarrier now. But imo I opened more tactics to kill them than simply pop-bubble-cut-hip with these changes.

10. Enemy buildings (Command Bunker, Shrieker Nest, Spore Spewer)

-Command bunker became one of the most trivially boring mission of the game. They have only 1500hp AV5 in base game ! These changes are for the best trust me.
-Shrieker Nest and Spore Spewer has kinda same problem than command bunker. So I tryed to fix that.

11. Enemy reinforcements

-I'm not sure about this either. For now I only changed as best as I could with what I have and know.

12. Armors

-Aside the arguement that helldivers should be well armored for bein often in 1v100 scenarios...
- I needed armors speed to be more in line for stamina management changes.
-On the bright side now armors that look nice but too weak are now available with better protection :D
-Please note that helldivers moves faster. To the point new medium move faster than old light and same logic for new heavies.

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REQUIEREMENTS:

You'll need both Shodan Stat Editor v4.5.1 and it's addon v1.3.2.12
https://github.com/SHODAN-HORAI/SHODAN-Stat-Editor/releases#release-v4.5.1

The Github link lead to the 4.5.1 version.

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Find new friends to play Helldivers 2 with the preset here !

https://steamcommunity.com/groups/Hellharders/discussions

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Have a nice day !
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JillianTiris
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Version
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Latest updates

  1. Few changes and disambiguation

    -Fleshmobs and voteless- -Added a delay before they regenerate health. -The fact that they...
  2. Automaton changes and fixes

    -Automatons- -Trooper class have their speed reverted to 1 from 1.2. -Devastators class have...

JillianTiris

Members
Members
Oct 12, 2026
2
0
Hello :D

It's by design and specified in enemy parts of the 1.0 desc.

-Terminids are wild animal, counting more on their senses than their supposed intellect.
-Sight range, angle and earing range increase by 2-3 times depending of the type of bug.

-All bots (but cyborgs) have a very long vision range (not angle). Their earing is near inexistant.

-Voteless are nearly blind and deaf. They'll have a hard time to spot you without the help of another type of squid.
-Actual squids are equiped with high tech alien sensors. They can spot you with ease from afar.

Made this change cause it's a bit confusing to me that our enemies can't see us unless in 30-50m range but we can see them coming from very far. This also gives a good reason to eliminate the threat as soon as it appears because they'll spot you nearly as easely as you can spot them.
You still can hide and walkaround but it's much more difficult. Stealth type armors have a smol buff to help.
Smokes, night time, and crawling can help but some enemies are very good to spot you.
 

heroguy679

Members
Members
Sep 10, 2026
100
67
Hello :D

It's by design and specified in enemy parts of the 1.0 desc.

-Terminids are wild animal, counting more on their senses than their supposed intellect.
-Sight range, angle and earing range increase by 2-3 times depending of the type of bug.

-All bots (but cyborgs) have a very long vision range (not angle). Their earing is near inexistant.

-Voteless are nearly blind and deaf. They'll have a hard time to spot you without the help of another type of squid.
-Actual squids are equiped with high tech alien sensors. They can spot you with ease from afar.

Made this change cause it's a bit confusing to me that our enemies can't see us unless in 30-50m range but we can see them coming from very far. This also gives a good reason to eliminate the threat as soon as it appears because they'll spot you nearly as easely as you can spot them.
You still can hide and walkaround but it's much more difficult. Stealth type armors have a smol buff to help.
Smokes, night time, and crawling can help but some enemies are very good to spot you.
son you hella cooked with this preset but av4 hive guards is a crime against humanity
 

Crusader45

Members
Members
Oct 4, 2026
3
0
i used the laser cannon and I think the cool down time is set to something crazy since it never started cooling. Is this intentional and if not pls fix I appreciate this mod G.
 

JillianTiris

Members
Members
Oct 12, 2026
2
0
son you hella cooked with this preset but av4 hive guards is a crime against humanity
Thanks :D
And yeah I get what you mean. Even that they move slower now and are easier to manage, we often fall on edge cases were it doesn't rly make sense xd. I'll find another way to make them more "guardlike" for next patch.


i used the laser cannon and I think the cool down time is set to something crazy since it never started cooling. Is this intentional and if not pls fix I appreciate this mod G.
Hello :D
It was intentionnal but it's not really working as well as it should, thats my bad.
My goal with laser canon, and turret, is to make them balanced AP5 weapons.
Works well for the laser turret but the canon needs to be fully burned before changing heatsink which is a very bad QoL side effect and I dunno how to change that :x
I'll look what I can do for LasCanon for next patch while keeping the AP5 on check.