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Maxigun Reimagined v1.1

A Mod for Helldivers 2
Maxigun Reimagined akl_mod_preview_image
Welcome to Maxigun Reimagined


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Notice to all new users
Whilst I put of lot of effort into the mod, you (the rest of) the playerbase are what tells me of edge-cases of bugs and compatibility. If you encounter one, or you experience issues or you'd like to make a suggestion, please leave a comment. I try to read them all, as my mods are my babies.

Anyway, onto the mod!
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Maxigun Reimagined is a complete rebalance of the M-1000 Maxigun intended to make it feel more like the weapon its size and role suggest, while keeping its strengths tied to positioning, recoil control and ammunition management.

The weapon now has a three-position fire selector with 1,000, 2,000 and 3,000 RPM setting which give it a much wider operating range. 1,000 RPM for sustained fire and ammunition conservation, 2,000 RPM as the middle ground, and 3,000 RPM when you need as much fire downrange as possible.

Recoil, handling and projectile behaviour have also been reworked. The Maxigun hits harder and has considerably more stopping power, but sustained fire (particularly at the higher rates of rpm) still requires the user to control the weapon rather than treating it like an assault rifle.

The backpack carries up to 600 rounds, with its starting and resupply values adjusted to match. Mobile firing is enabled, allowing the weapon to be used while moving, although firing from a stable position remains considerably more effective.

Other changes include revised spin-up and spin-down timing, improved stagger and push, AP4 penetration, a small per-round stun effect and updated muzzle effects.

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Recommendations​

It is not possible to lock stance based on fire rate. Otherwise 3,000 RPM would require you to be locked in place. Instead, I have opted to increase recoil from 1.0 to 5.0. As you go up the fire rate options, you will find it increasingly difficult to stand and shoot, and especially move and shoot.

Therefore I recommend crouching before committing to sustained fire, especially at 2,000 or 3,000 RPM. The weapon is much easier to keep under control from a stable firing position, while firing on the move is better reserved for short bursts or situations where repositioning matters more than accuracy. This is even moreso the case when in 1st person/ADS, as the recoil becomes considerably more manageable, at the expense of awareness of your surroundings.

If you have access to the Supply FRV, it pairs extremely well with the Maxigun and takes a lot of pressure off its ammunition economy. Otherwise, keep an eye on nearby resupply opportunities and top the backpack up whenever you can.

I also recommend making use of the 1,000 RPM setting when maximum fire rate isn't necessary. At 3,000 RPM the Maxigun can burn through its ammunition extremely quickly (12 seconds from a full backpack), while the lowest setting gives you much longer sustained use (up to 36 seconds from a full backpack) and is usually more than enough for routine targets.

The higher settings are best treated as something you deliberately switch to when the situation warrants it, rather than the default way to fire the weapon.


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All Changes Made​

  • Fire rate: 1,500 RPM → selectable 1,000 / 2,000 / 3,000 RPM
  • Horizontal recoil multiplier: 1.0 → 0.5
  • Vertical recoil multiplier: 1.0 → 5.0
  • Spread: 10 / 10 → 6 / 6
  • Sway: 1.0 → 1.5
  • Ergonomics: 4 → 10
  • Firing while moving: Disabled → Enabled
  • Spin-up time: 0.50 sec → 0.30 sec
  • Spin-down time: 0.50 sec → 0.20 sec
  • Backpack capacity: 1,000 → 600 rounds
  • Supply refill: 500 → 600 rounds
  • Durable damage: 18 → 36
  • Armour penetration: AP3 → AP4
  • Stagger Force: 15 → 35
  • Push Force: 12 → 2
  • Stun buildup: None → 0.2 per round
  • Projectile speed: 820 → 900
  • Projectile mass: 11 → 35 (determines damage fall-off)
  • Third-person aiming reticle: Standard Maxigun reticle → reticle removed while retaining hit markers
  • Muzzle effect: Standard Maxigun muzzle effect → Liberator-style muzzle flash and smoke
  • Automatic-fire audio: Current 7.1 firing path → restored pre-7.1 cadence-responsive firing path

Stagger and Push Force​

Stagger Force and Push Force serve related but different purposes. Stagger determines whether a hit has enough force to interrupt or stagger an enemy, while Push Force determines how aggressively that reaction physically moves the target.

Maxigun Reimagined raises Stagger Force from 15 to 35, allowing individual rounds to interrupt a much wider range of enemies. Because of that increase, leaving the original 12 Push Force in place produced far more displacement than was necessary once targets were being staggered reliably.

Push Force has therefore been reduced from 12 to 2. The intention is to make the Maxigun much better at stopping and interrupting enemies without repeatedly throwing them backwards across the battlefield. The reduced push is proportional to the much stronger stagger and is an intentional part of the rebalance rather than a nerf.


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Advanced Configuration​


Maxigun Reimagined includes an optional user configuration file for players who want to adjust the rebalance to their own preferences.

The config is created automatically after launching the game once with the mod installed and can be found at:

%LOCALAPPDATA%\CowboyBingus\Helldivers2\Maxigun-Reimagined-Config.txt

The normal Maxigun Reimagined balance is already applied by default, so you do not need to edit the config for the mod to work.

The config allows you to adjust the fire selector RPM values, recoil, spread, sway, ergonomics, mobile firing, spin timing, backpack capacity and resupply, durable damage, armour penetration, stagger, push, stun buildup, projectile speed and projectile mass.

Each setting includes an explanation of what it changes, the Maxigun Reimagined default, the vanilla value where applicable, and the allowed range.

To apply config changes, fully close HELLDIVERS 2, edit and save the config. Mods do not need to be purged and deployed to apply, as the mod reads the config file on startup.

Some technical values remain intentionally fixed because they are part of the mod's weapon identification and compatibility systems rather than normal balance settings.


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Requirements​


Requires Bingus Shared Loader v18+

Debugging​


The mod has diagnostic log located at:

%LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs\Maxigun-Reimagined-Debug.log

If you encounter a problem with the mod, include that file when reporting it. It contains information about loading, weapon-data discovery, patch application and runtime monitoring that can help me identify what went wrong.

If the problem occurs after changing custom settings, also include your config file

%LOCALAPPDATA%\CowboyBingus\Helldivers2\Maxigun-Reimagined-Config.txt
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Known Issues for v1.1
Backpack Ammo won't go above 1023
Conflicts with sound mods that modify the Maxigun sound
Removes the reticle for the MG43


GOATED Playtesters

Below is a list of all the users who have been legends in helping me find issues so I can fix them. o7 to all of you, your inconvenience helped me to improve the mod, and you should know that.
exosuit main


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Final Thoughts

I created this mod because the Maxigun, being the Helldivers' version of a minigun, is one of the most iconic power weapons that you could imagine being able to hold in a shooting game without using a vehicle such as a mechsuit. Yet the version we got cannot defeat enemies such as Hulks and Chargers, and locks you in place, making you extremely vulnerable against the one faction a minigun ought to be incredibly useful for: the Terminids.

I've had a lot of time to contemplate how this weapon could be rebalanced, with how much I play this incredibly fun game, and have waited in vain for Arrowhead to rebalance it to reflect the power that it should have. But alas, that has not occurred and likely never will. I don't want it to become something that replaces the other machine guns, and I've made a lot of effort in both brainstorming and playtesting changes.

The closest similar game I played before Helldivers was Halo Reach, and I had always longed for a machine gun type weapon in Halo, but we never got one during the Bungie era, which I see as the actual Halo era. Personally, I do not care for the games made by 343i/Halo Studios. Helldivers gave me that gun, and the MG43 remains my favourite weapon in the game to this day, despite everything that has come into the game since. The Maxigun is the ultimate version of the machine gun, and therefore was my highest priority to give it the attention it so desperately needed to feel good to use.

Feedback is welcome. Whilst I have playtested everything here as much as I am willing to before releasing the mod, I also did not want to keep people waiting indefinitely. I would therefore be very interested to hear what the wider community thinks, particularly regarding balance, bugs, or anything that could be improved.

One more thing. I am not Arrowhead. So despite the fact that I have put a lot of effort into the balance of this mod, I have created the configuration options to give you your own control. As you may find more fun tweaking some options to be different from what the mod has set by default. Whichever the case, I hope you enjoy the mod, and go spread some managed democracy.


Further balance tuning may come in future, depending on feedback.

Peace, and o7 / Oi

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Uploaded by
Slinkerdeer
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Version
v1.1
Total Size
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Rating
4.83 star(s) 6 ratings

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4.83 star(s) 6 ratings

Latest updates

  1. v1.1 - Compatibility Update

    v1.1 focuses on improving compatibility with other mods Improved compatibility with weapon...

Slinkerdeer

Members
Members
Sep 16, 2026
23
15
the vertical recoil is making the camera shake crazy when on 1000rpm lol
Sounds like its working well then lol

1st person is what I use for it whenever possible, its easier to aim and control the recoil
 

outlawvv

Members
Members
Sep 30, 2026
2
0
Getting this error from the debug log, any idea what I'm doing wrong? "ERROR | PATCH_ABORT reason=auxiliary scan incomplete: address-space exhausted rollback=verified reload=restart-required"
 

Spywagen

Members
Members
Sep 29, 2026
1
0
For those of you trying to edit the backpack ammo to be above 1023, the config is correctly writing values above 1023 into the Maxigun’s static ammo data, but the game then copies that into a separate live ammo counter that appears to cap at 1023 . That exact ceiling strongly suggests the live value is stored in a 10-bit field ( 2¹⁰ - 1 = 1023 ). So the limit isn’t coming from the config itself, it’s happening later in the game’s runtime ammo system. I’m currently tracing that live counter to see whether it can be safely bypassed.
Thank you :)
 

B3AN0S

Members
Members
Sep 28, 2026
1
0
Heya I was wondering what exactly changed regarding the audio for firing. Because whenever I use the m1000 supergun audio mod it plays the ramp up and down audio fine but the actual firing audio loop is broken. It plays the audio as if the gun is empty regardless of the rpm tweaks i've made.
 

Slinkerdeer

Members
Members
Sep 16, 2026
23
15
Heya I was wondering what exactly changed regarding the audio for firing. Because whenever I use the m1000 supergun audio mod it plays the ramp up and down audio fine but the actual firing audio loop is broken. It plays the audio as if the gun is empty regardless of the rpm tweaks i've made.

It's safe to say it will be conflicting with the mod, I've made a note to make it so the mod doesn't apply its settings if another mod is conflicting with it. Aside from audio and crosshair mods, I don't recommend using any maxigun mods alongside this one. I'll be making it so the audio changes don't apply if another sound mod for the Maxigun is installed