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Metabreaker: RNG DMG 1.5.1

A Mod for Helldivers 2
  • aks98
Metabreaker: RNG DMG akl_mod_preview_image
METABREAKER: RNG DMG
Stop picking weapons with a spreadsheet.​



What is Metabreaker?

Metabreaker: RNG DMG was an idea I had left over from my mod to make penetration mechanics more engaging. It randomizes the damage of every primary, secondary, and support weapon in Helldivers 2 within the bounds you set, as frequently as you want it to, all in an effort to bring you the player deeper into the grunt fantasy.

Instead of every copy of a weapon doing exactly the same damage, each weapon gets a randomized roll close to its normal stats. Maybe your Liberator rolled hot. Maybe the armorer is in a bad mood because his C-01 got denied. Maybe that weapon everyone says is "objectively optimal" isn't optimal this time.

The goal is simple:

Break the meta by making exact damage breakpoints unreliable.​

Rather than knowing from a spreadsheet that a weapon kills something in exactly two shots, you have to actually use it and decide whether this roll feels good.



Features

  • 127 projectiles (all weapons) affected — the same primary, secondary, and support weapon list used by SHODAN Stat Editor.
  • Randomizes both normal damage and durable damage, as well as bullet speed.
  • All stats share the same roll, so a weapon that rolls high is consistently stronger rather than randomly good against only certain targets.
  • Supports configurable damage variance from 0–50%, mapped to 0-15% bullet speed.
  • Optional absolute damage cap prevents high-damage weapons from receiving absurd swings.
  • Choose between Uniform and Normal distributions, or turn it off entirely.
  • Multiple reroll modes ranging from permanent rolls to a new roll every magazine.
  • Changes apply immediately.
  • Works directly with SHODAN Stat Editor's existing weapon data.

Weapon coverage

Metabreaker handles:

  • Bullets
  • Pellets
  • Charge weapons
  • Grenade launchers
  • Rockets
  • Explosions
  • Beams
  • Flamethrowers
  • Arc weapons
  • Melee weapons
  • Breaching Hammer
  • Special ammunition supplied by weapon attachments

Burn and gas damage are intentionally excluded.

Helldivers 2 shares those damage values between multiple sources—including enemies—so changing them would have effects well beyond the player's weapon.



RNG Modes

Uniform

Every value inside the configured range has an equal chance of being selected.

With a ±15% spread, for example, a weapon can land anywhere between approximately 85% and 115% of its base damage.

Normal

Uses a bell curve centered on the weapon's normal damage.

The configured spread represents approximately three standard deviations from the center, meaning most weapons remain reasonably close to their original values while occasional weapons roll unusually high or low.

Roughly 68% of rolls fall within one-third of the configured spread.



Reroll Modes

Choose how often the arsenal changes:

  • Every Launch — new weapon rolls whenever the game starts.
  • Every Day — your arsenal changes daily.
  • Keep Until Rerolled — rolls remain indefinitely until you manually reroll them.
  • Every Mission — weapons reroll whenever the game loads a level, including deploying to a planet and returning to the ship.
  • Every Life — weapons reroll whenever your Helldiver deploys or is reinforced.
  • Every Reload — someone's uncle has generously donated his own ammunition that he made whilst drinking and watching Super NASCAR. WARNING: most intensive setting. The others should have essentially 0 impact. If you find this causes lag, pick a less common setting.



Settings

With Mod Options Menu installed, everything can be changed from the escape menu's MODS tab.

SettingDefaultRange / Options
Damage VarianceOnOn / Off
Spread15%0–50%
Bullet Speed0%0-15%
DistributionUniformUniform / Normal
Cap Damage ChangeOnOn / Off
Damage Cap501–1000
New RollsEvery LaunchLaunch / Daily / Persistent / Mission / Life / Magazine
Reroll Now—Immediately rerolls the arsenal

Changing Spread or Cap does not reroll your weapons.

If a weapon rolled badly, it stays a bad roll—the magnitude of that roll simply scales with the new settings.

Changing the distribution, however, generates new rolls using the newly selected curve.

Without Mod Options Menu, settings can also be edited manually at:

Code:
%LOCALAPPDATA%\CowboyBingus\Helldivers2\DamageVariance\settings.txt



SHODAN Integration

Metabreaker is designed as an add-on for SHODAN Stat Editor.

SHODAN applies your configured weapon values first. Metabreaker then treats those values as the baseline and rolls around them.

That means you can use SHODAN to rebalance a weapon and still apply RNG on top of your customized balance.

If you edit a weapon's damage in SHODAN during the session, that value becomes Metabreaker's new baseline the next time the value changes.

SHODAN's panel displays the rolled values.

So yes—you technically can peek at your rolls.

Whether you ruin the mystery for yourself is between you and Managed Democracy.



Shared Projectiles

Some Helldivers 2 weapons reference the same underlying projectile data.

When two weapons share the same projectile row, they also receive the same Metabreaker roll.

This is intentional and reflects how the game's weapon data is actually stored.



Requirements

  • Bingus Shared Loader v15 or newer
  • SHODAN Stat Editor v2.3.1 or newer — English original
  • Mod Options Menu — optional, but recommended for in-game configuration

Mod Options Menu is also included with the Vanilla Plus Megapack.



Installation

  1. Import the Metabreaker ZIP into HD2 Arsenal or HD2MM.
  2. Enable Metabreaker: RNG DMG.
  3. Enable SHODAN Stat Editor.
  4. Enable Bingus Shared Loader.
  5. Keep Bingus Shared Loader last in the appropriate load order.
  6. Purge / Deploy.

Launch the game and configure Metabreaker from:

ESC → MODS → Metabreaker: RNG DMG​



Multiplayer

Like SHODAN Stat Editor, Metabreaker's stat changes exist only in your game.

It does not globally modify another player's installed weapon data.



Troubleshooting / Logging

Metabreaker writes its status to:

Code:
%LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs\DamageVariance.log

The log reports:

  • Initialization status
  • How many weapons were successfully resolved
  • Weapons or data that could not be resolved
  • Mission/life watcher status

For detailed RNG output, add:

Code:
log_values on

to settings.txt.

This logs each weapon's generated roll.

If a future game update breaks Every Mission or Every Life detection, look for log entries beginning with:

Code:
watch:

The other reroll modes will continue to function independently.



Credits

  • SHODAN Stat Editor — SHODAN
    Shared scan implementation, weapon list, and table layouts.
  • Bingus Shared Loader / Mod Options Menu — CowboyBingus
  • HD2 HUD+ — DDRK1NG
    Via HD2 Helper Auto Reload; player/avatar object names used for life detection.
  • Claude — Anthropic
    Co-wrote the code, tests, images, and this page.
  • Akaya Mods user "burningg," who suggested bullet speed variance / more unreliability.



Break the spreadsheet. Roll the arsenal.

Metabreaker: RNG DMG

Licensed under GPL-3.0-or-later.​
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aks98
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Latest updates

  1. Stability and Smoothness Fix

    -
  2. Added Ammo Quality Selector

    Metabreaker now allows you to select general ammo quality, if you were looking to shake things...
  3. Bubba's Pissin' Hot Hand Loads

    Someone's Uncle back in Super Detroit has generously donated surplus ammunition that he reloaded...

burningg

Members
Members
Sep 29, 2026
3
4
this is a genuinely interesting mod actually. curious about the effect all of this would have on performance? also is there any variation in projectile speeds accounting for occasionally under/overloaded cartridges?
 

aks98

Members
Members
Sep 30, 2026
27
8
this is a genuinely interesting mod actually. curious about the effect all of this would have on performance?
Effect on performance isn’t that much, but it depends on your settings. It basically reads things in from Shodan Stat Editor, applies some simple math to each number, and writes it. If you set it to only rerun manually it’s essentially 0 impact. Setting it to rerun every life obviously causes it to occur much more, but it’s on the scale of <1ms each run.


also is there any variation in projectile speeds accounting for occasionally under/overloaded cartridges?
Just for you, I will add a new mode in the morning that updates every time you reload or perhaps even for each shot, performance depending. It will be called Bubba’s Pissin’ Hot Hand Loads. Stay tuned.
 

burningg

Members
Members
Sep 29, 2026
3
4
Effect on performance isn’t that much, but it depends on your settings. It basically reads things in from Shodan Stat Editor, applies some simple math to each number, and writes it. If you set it to only rerun manually it’s essentially 0 impact. Setting it to rerun every life obviously causes it to occur much more, but it’s on the scale of <1ms each run.



Just for you, I will add a new mode in the morning that updates every time you reload or perhaps even for each shot, performance depending. It will be called Bubba’s Pissin’ Hot Hand Loads. Stay tuned.
brother that's amazing actually!! even if you're joking that made my night!:LOL:
 

aks98

Members
Members
Sep 30, 2026
27
8
brother that's amazing actually!! even if you're joking that made my night!:LOL:
Should be usable now. Added you to the credits, thanks for the inspiration!
an actual good mod in a sea of overbalanced and overtuned slop
Thank you, that's my goal. Check out my other mods- I've tagged them under "masochism," and afaik they're the only HD2 mods with that tag. I'll keep working on mods that make the game harder and more interesting.
 

lzfnz

Members
Members
Sep 13, 2026
19
12
loving this mod so far, It would be cool if every support weapon dropped from the super destroyer would get its stats rolled so when paired with every weapon getting rolled when you die, it would really immersive because after every death you're a different helldiver with a different arsenal, and every support weapon dropped from the super destroyer isn't an exact copy of the previous one. Also if you notice your support weapon underperforming you have the option to drop another one and reroll its stats or "get a new one from the super destroyer". Likewise if you got a high roll then you might be inclined to hold onto it to resupply instead of just calling in a new one. Ammo and magazines could primarily affect bullet/projectile velocity, while larger deviations that affect more important stats like damage and ergonomics could come from dying or dropping another weapon. It's in universe and would probably make gameplay more engaging and immersive than it already is, idk just a suggestion :)
 

aks98

Members
Members
Sep 30, 2026
27
8
loving this mod so far, It would be cool if every support weapon dropped from the super destroyer would get its stats rolled so when paired with every weapon getting rolled when you die, it would really immersive because after every death you're a different helldiver with a different arsenal, and every support weapon dropped from the super destroyer isn't an exact copy of the previous one. Also if you notice your support weapon underperforming you have the option to drop another one and reroll its stats or "get a new one from the super destroyer". Likewise if you got a high roll then you might be inclined to hold onto it to resupply instead of just calling in a new one. Ammo and magazines could primarily affect bullet/projectile velocity, while larger deviations that affect more important stats like damage and ergonomics could come from dying or dropping another weapon. It's in universe and would probably make gameplay more engaging and immersive than it already is, idk just a suggestion :)
I am planning a companion mod to expand this system. Right now it DOES affect bullet velocity, just not a ton (+/-15%). The plan is a mod that allows extra ammo for "surplus" ammo (lower damage and velocity), standard, and "Match Grade" (less ammo but better). Follow me for the drop, I do not have a date for it yet!