Pre-nerfed Weapon Pack (HD2Runtime) 0.1.2

A Mod for Helldivers 2
Pre-nerfed Weapon Pack (HD2Runtime) akl_mod_preview_image
Hi! Welcome to my third mod!

I was going on a small pre-nerf change spree, and I decided to change some of the weapons and one stratagem. All can be selected and installed at the same time.

This requires Bingus Shared Loader; place it last / highest priority in your load order, with HD2Runtime directly below / above it. In other words, Bingus Shared Loader needs the highest priority and HD2Runtime the second highest.

I needed around 15 seconds for the mod to activate, so please wait on the ship.


What's restored:

CB-9 Exploding Crossbow:

  • Spare magazines back to 12. (Note: This stacks with Siege Ready, so you'll actually drop with 15 if you use that armor passive!)
  • Ergonomics to 65.
  • Explosion inner radius to 4.

R-36 Eruptor:
  • Spare magazines back to 12. (Note: This stacks with Siege Ready, so you'll actually drop with 15 if you use that armor passive!)
  • Increased the explosion standard damage to 340.
  • NOTE: I was unable to restore the shrapnel large-angle penetration from light back to medium, if I can figure this out in the future I will be sure to include it in a update.

Orbital Railcannon Strike:
  • Restores the original angle-dependent armor penetration values: Anti-Tank VI for direct hits, Anti-Tank V for slight angles, and Anti-Tank IV for large angles.

MLS-4X Commando:
  • The only change is the explosion demolition force, which was increased to 50.

GL-21 Grenade Launcher:
  • This changes the armor penetration back to heavy, but it does not change the label from medium. I do not know how to fix that truthfully.

GP-20 Ultimatum: added 0.1.2
  • Projectile damage: 1,000 → 3,500
  • Explosion damage: 2,000 → 1,000 (the in-game damage now reads 4,500, like before)
  • Explosion inner radius: 2m → 4m
  • Demolition force: 40 → 50
  • Projectile armor penetration back to Anti-Tank IV (the patch notes say it was Anti-Tank IV but don't list per-angle values, so I matched the 380mm's profile)

Check out my first pre-nerf mod! It's for the GP-20 Ultimatum. Also I can take recommendations on what weapon and or stratagem needs a pre-nerf.



Mod Organizer:
Echelon
Democracy Defender



Please keep it to solo or private dives out of respect for other players. Thank you, Helldiver!


Video Games Team GIF by PlayStation
5 MB
Log in or sign up to download
Uploaded by
CJfromGTA
Downloads
198
Comments
15
Views
2,883
First release
Last update
Platform
PC 
Version
0.1.2
Total Size
5 MB
Rating
5.00 star(s) 1 ratings

Uploaded by

  • 198
  • 2,883

Ratings

5.00 star(s) 1 ratings

More mods from CJfromGTA

  • PC Heavy Penetration Grenade Launcher (HD2Runtime)

  • PC Pre-Nerfed GP-20 Ultimatum (HD2Runtime)

  • PC Leveller Demo Force 50 + variants! (HD2Runtime)

Latest updates

  1. Added the Ultimatum.

    I decided to add the Ultimatum from my other mod into this one. Changed descriptions. Changed...

Azura AM

Modder
Modder
Members
Sep 15, 2026
51
23
The API exposes weapon armoury presentation btw. So you can edit the labels.
 

CJfromGTA

Members
Members
Sep 27, 2026
12
2
The API exposes weapon armoury presentation btw. So you can edit the labels.
Thanks! I did set the armory presentation traits to Heavy Armor Penetrating. From my understanding weapons that are called down through stratagems use a different system than armory presentation traits. This is the first time I have modded a stratagem weapon so I am still figuring some things out.
 

rowger

Members
Members
Sep 21, 2026
30
14
why does the pre nerf to the railcannon sound like its making it worse? does it currently ignore angles and youre making it not ignore anymore? also eruptor using orbital shrapnel like it used to would be nice
 

CJfromGTA

Members
Members
Sep 27, 2026
12
2
why does the pre nerf to the railcannon sound like its making it worse? does it currently ignore angles and youre making it not ignore anymore? also eruptor using orbital shrapnel like it used to would be nice
The vanilla strike does ignore angles, but only because patch 1.001.100 flattened its penetration to Anti-Tank III at every angle, which is lower than its pre-nerf state.

This mod restores the original angle-dependent values: Anti-Tank VI on direct hits, Anti-Tank V on slight angles, and Anti-Tank IV on large angles. Extreme angle stays at Anti-Tank III, same as vanilla, since it was never changed. Every angle is stronger than vanilla with the exception of extreme angle, which is unchanged.
 

ayagarath

Members
Members
Sep 29, 2026
29
4
Will you include the GP-20 Ultimatum in your pack? Also how does this require HD2 Runtime when a similar mod that returns the GL-21's Heavy Pen that doesn't require it works without it?
 
Last edited:

Thedudermans

Members
Members
Sep 26, 2026
2
0
Would it be possible to revert the eruptors fire rate back to pre buff, and return its switch weapon tech? I loved the engaging gameplay of switching guns to get the most out of it.
 

CJfromGTA

Members
Members
Sep 27, 2026
12
2
Will you include the GP-20 Ultimatum in your pack? Also how does this require HD2 Runtime when a similar mod that returns the GL-21's Heavy Pen that doesn't require it works without it?
Hi thank you for the question! The Ultimatum pre-nerf is its own mod but I was thinking about combining it with this mod so people dont have to download multiple different mods to get the entire pre-nerf pack. I wasn't planning on releasing this pack but figured I might as well.

And in regard to the other mod, I know which one you mean. The author notes in its description that it was heavily assisted by OpenAI. I made mine myself in HD2RuntimeModBuilder, which is why it requires HD2Runtime, and it lets me update it or change specific things myself.
 

CJfromGTA

Members
Members
Sep 27, 2026
12
2
Would it be possible to revert the eruptors fire rate back to pre buff, and return its switch weapon tech? I loved the engaging gameplay of switching guns to get the most out of it.
Thank you for the question! While I can add an option to change the fire rate back to 25 from 32, I can’t do anything about the switch weapon tech, since that’s an animation. Just to make sure I’m talking about the right thing: that’s when you cancel the cycling animation, right?
 

CJfromGTA

Members
Members
Sep 27, 2026
12
2
is this erupter airburst shrapnel back?
Thanks for the question! The Eruptor mod doesn’t change shrapnel yet. I’m not entirely sure what you mean by airburst shrapnel, though. When I make these mods, I go through the patch notes and watch YouTube videos to see the differences. The patch notes don’t say anything about airburst shrapnel, and I looked at footage from before they removed the shrapnel and added it back in, and didn’t see any airburst. Is it possible you’re thinking of a different gun? If you have anything showing it was originally airburst, I’d love to see it.