Super Earth Arsenal Accord — Community Balance Patch - Updates

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PC Super Earth Arsenal Accord — Community Balance Patch 9.3

Updates for Helldivers 2
These notes compare official 0.9.2 → 0.9.3.

AC-8 Autocannon

  • APHET damage: 325/260 → 425/350 standard/durable.
  • Direct stagger: 30 → 45.
  • Explosion stagger: 40 → 50.
  • Flak, ammunition, handling and reloads remain unchanged.
GL-28 Heavy Bolter

Reworked into sustained AP4 direct fire with a smaller explosive follow-up.

  • Direct damage: 25/13 → 375/140.
  • Direct AP: 3/3/3/1 → 4/4/4/1.
  • Direct stagger/push/demolition: 30/10/10 → 35/15/20.
  • Projectile velocity: 100 → 500 m/s; mass: 50 → 150 g.
  • Drag/gravity: 120%/100% → 0%/0%.
  • Explosion damage: 300/300 → 175/175.
  • Inner/outer/shockwave radii: 2.5/5.5/6 → 1/3.5/5 m.
  • Explosion stagger/push/demolition: 20/20/30 → 30/5/20.
  • Overall recoil: 23.75 → 35; horizontal/vertical: 17.5/30 → 25/45.
  • Sway: 1.0 → 0.8; spread: 4/4 → 2/2.
  • Retains 320 RPM, 200 backpack rounds, 120-round supply refill and 60-round ammo-box refill.
M-105 Stalwart

  • Damage: 90/27 → 100/30.
  • Ergonomics: 40 → 55.
  • Sway: 1.0 → 0.8.
  • Previous vertical-recoil penalties removed: vertical 25 → 17.5, overall 18.75 → 15.
  • Retains AP2, 250-round magazines, 1,000 maximum rounds and moving reload.
MG-43 Machine Gun

  • Magazine capacity: 175 → 200.
  • Maximum ammunition: 700 → 800 rounds.
  • Ergonomics: 15 → 30; sway: 1.0 → 0.9.
  • Overall recoil: 30 → 18.5; horizontal/vertical: 17.5/42.5 → 15/22.
  • Stagger: 20 → 25; demolition: 10 → 15.
  • Native reload duration: 4.5 → 3.5 seconds, implemented experimentally.
  • Retains 125/38 damage, AP3, three spare magazines and stationary reload.
MG-206 Heavy Machine Gun

  • Damage: 200/70 → 180/60.
  • Magazine capacity: 100 → 150.
  • Maximum ammunition: 300 → 450 rounds.
  • Ergonomics: 0 → 20; sway: 1.0 → 1.5.
  • Overall recoil: 57.5 → 40; horizontal/vertical: 32.5/82.5 → 30/50.
  • Native reload duration: 5.5 → 4.2 seconds, implemented experimentally.
  • Retains AP4, stagger 35, push 50, Demo 20 and stationary reload.
  • Intended to reward crouched and prone fire; native stance mechanics are unchanged.
PLAS-45 Epoch

  • Spare magazines: 2 → 3.
  • Maximum ammunition: 12 → 16 shots.
  • Retains four-shot magazines, 1.0-second primary projectile lifetime and 10/10 spread.
  • Damage, charge behavior, gameplay radii and overcharge self-explosion remain unchanged.
Still pending

Epoch’s charge-specific radius rework, Heavy Bolter’s zero-metre arming, Stalwart’s requested reload timings, and independent MG-43/HMG tactical reload timings are not included. The three machine guns remain ballistic.
Changes from 0.9.1:

  • Spray & Pray reworked: 75 pellets at 8 standard / 2 durable damage, AP 1/1/1/0, wider spread and heavy drag for close-range crowd clearing.
  • Confusion rounds: 0.05 Gas Confusion strength, replacing the testing builds’ stun. No gas damage-over-time effect added.
  • Bigger magazines and reserves: 30/50/75 shells for short/extended/drum magazines, with 18/11/6 spares. Default drum loadout carries 525 shells.
  • Halo weapons updated: revised damage, penetration, handling and ammunition for M7S, SOCOM and M90A. M90A retains AP3/3/2/1, with spread tightened 20% from the testing version.
  • Killzone weapons: supported handling and ammunition changes; StA-52 receives 40-round magazines and 618 RPM.
  • One True Flag: 7-second cooldown, 84 mission uses.
  • Orbital EMS: radius reduced to 25 metres.
  • Ammo cleanup: mapped rounds-reload reserves now fit whole weapon loads.
  • Physical-projectile penetration: mapped extreme-angle AP0 becomes AP1, with documented exceptions.
  • Progress display: automatically disappears when processing finishes; Shift+P hides/shows it during loading.
Changes since 0.8.9

Loading progress


  • Added a built-in progress panel showing loading progress, the pending category, and any failed changes.
  • Ready appears only when all enabled changes have applied.
  • Hide with X, or toggle visibility with Ctrl+Shift+P while loading. Hiding it does not stop loading.
Simpler loading order

  • Primaries → Secondaries → Throwables → Blue equipment → Orbitals → Eagles → Mines → Sentries.
  • Blue equipment includes support weapons, backpacks, and vehicles.
  • Each item’s big and small changes now load together. No separate minor-changes phase.
  • Shared changes apply once alongside the earliest affected item.
Constitution rework
A slow precision rifle that competes through comfortable handling and generous reserves.

  • Damage: 180 → 240
  • Durable damage: 50 → 80
  • Penetration: 3/3/3/0 → 4/4/3/2
  • Ergonomics: 65 → 80
  • Sway: 1.0 → 0.6
  • Horizontal/vertical recoil drift: 25/25 → 15/15
  • Horizontal/vertical recoil climb: 10/60 → 8/40
Retains its 60 RPM, five-round capacity, stock ammunition reserves, and bayonet. Deadeye remains the faster, more consistent combat rifle.

Torcher restored
Removed both ammunition nerfs. It retains six spare magazines and six magazines from supply. Its toggle and outdated nerf card have been removed.

Documentation
Updated the balance document, Constitution card, and image collection.

Installation: Replace the previous Accord version, deploy, and restart. Wait at “Press any button” until Ready, then spawn fresh equipment. Changes must load after every full restart; entering the ship or a mission can make loading significantly slower.
Hot-Shot

  • Reworked as a sidegrade to Deadeye: less consistent, with a higher intended damage ceiling through precise hits and Total bursts.
  • Current stats: 150 damage / 15 durable / AP 5–3–2–0 / 12 rounds / 210 RPM / 20 stagger.
  • Retains Single + Total, 55 ergonomics and 1.2 sway.
  • Displays the ANTI-TANK penetration label.
  • Updated its card and notes with the 40K-inspired reasoning.
One True Flag

  • 15-second cooldown and unlimited deployments.
  • Use its delivery pod as a weapon: beam Managed Democracy directly into the enemy’s head.
Loading priorities

  • Primary damage, penetration and visible armory stats load first.
  • Main changes then follow: support weapons → orbitals → mines → backpacks → turrets → vehicles/other stratagems → secondaries → throwables → Eagles.
  • Cooldowns and use limits receive priority. Minor adjustments load afterward.
  • All 160 item toggles remain available.
Important startup guidance
After launching, wait five minutes at “Press any button” before entering the ship, keeping the game in the foreground. Repeat this after every full restart.

On my system, loading finishes in under five minutes when left at the title screen. Entering the ship is significantly slower, and playing a mission can extend loading to an hour or more. Times vary; check the runtime’s completion message if changes are missing.

I’m looking into a separate companion mod with an on-screen loading progress bar. It is not included yet
Primary weapons load first
Damage and direct penetration now take priority, followed by armor labels, capacity, fire rate and recoil. Support weapons follow, then other stratagems, secondaries and throwables. Minor tweaks load last.
This reduces misleading startup displays, such as Hot-Shot showing “Medium” or M90A showing “Light” after their actual penetration changes have applied.
Hot-Shot — precision with consequences
  • 5/0/0/0 penetration: direct hits matter; angled armor hits are heavily punished.
  • 179 standard / 18 durable damage.
  • 90 RPM, 55 ergonomics and 1.2 sway.
  • Single and Total retained.
  • Damage and all four penetration angles apply together as the first operation.
Eruptor — stronger crowd clearing
  • Inner blast radius: 4 → 5 m
  • Outer blast radius: 7 → 8 m
  • Shockwave radius: 8 → 9 m
  • Explosion damage: 225 → 275
Durable explosion damage stays at 225. Shrapnel is unchanged. The aim is to strengthen its crowd-clearing identity while Hot-Shot and Deadeye fill the precision armor-piercing role.
Orbitals — faster access, limited mission stock
Orbitals now compete more closely with Eagles while keeping distinct roles:
OrbitalCooldownMission uses
Precision20 sec33
Gatling15 sec20
Airburst20 sec36
Gas30 sec27
Smoke / EMS15 sec36 each
Railcannon30 sec15
Laser120 sec3
120mm72 sec12
380mm96 sec8
Walking96 sec10
Napalm96 sec5
These are mission limits, not rechargeable charges.
Other adjustments
  • Regular minefield restored to 22 uses, with a 15-second cooldown.
  • Maxigun selector ordered 3000 / 2250 / 1500 RPM, fastest on the left.
  • Existing per-item toggles retained.
  • Updated equipment cards and balance document.