Total Arsenal Overhaul - Compatible with Hell Forge - Updates

PC Total Arsenal Overhaul - Compatible with Hell Forge 1.5.6 - Melee update

Updates for Helldivers 2
For some reason different guns didn't work and i fixed 'em. Also some little-little changes
  • Double Freedom
    • Fixed
  • Bushwhacker
    • Fixed
  • Punisher
    • Spare ammo: 68 -> 70
    • No longer holds damage increase, because shares projectiles with bushwhacker which got buffed. Bushwhacker deserves to have damage more.
  • Added Penetration icons to pen options =)
Time to give you guys your favorite medium pen, right? Enjoy!
+Double Freedom got medium pen option (heavy pen applied on default)
+Maxigun got medium pen option too (heavy pen applied on default as well!)
  • Maxigun
    • Stun buildup: 0.15 -> 0.08
Also there's something interesting at the bottom : )
✨Time has come to change our weaponry for good, presenting to you - Terra... Whoops, i mean - Total Arsenal overhaul 1.3.0
This is a big update today, i tweaked many weapons, and now they should feel very nice to use, check em out and have a great Democratic day!

------------Big list of changes------------

  • Bushwhacker (was still bad after buff)
    • Damage: 45 -> 65
    • Durable damage: 12 -> 18
    • Spread: 200, 150 (horizontal, vertical) -> 150, 120 (horizontal, vertical)
  • Talon (to keep up with other weapons, got cooler)
    • Cooling rate: 10 -> 15
  • Veto (let's call it ultra penetrating rounds)
    • Damage: 125 -> 130
    • Durable dmg: 45 -> 110
  • Peacemaker
    • Projectile velocity: 320 -> 450
    • Projectile drag: 1.2 -> 0.6
    • RPM: 1600 -> 1400
  • Redeemer
    • Damage: 70 -> 85
    • Durable dmg: 12 -> 24
    • Drag: 1.2 -> 0.67 (sorry just felt like doing this)
  • Sickle (tired of waiting when it will shoot)
    • Wind-up (charge needed to fire): 100 -> 30
    • AP extreme angle: 0 -> 2
  • DE-Sickle (same)
    • Wind-up (charge needed to fire): 100 -> 30
    • AP extreme angle: 0 -> 2
  • Constitution (not good enough so a bit more dmg)
    • Damage: 240 -> 250
    • Durable dmg: 65 -> 70
  • Deadeye (more damage for bots!!!)
    • Damage: 480 -> 500
    • Durable dmg: 100 -> 165
    • Spare/Supply ammo: 60 -> 70
    • AP Extreme angle: 0 -> 2
  • Diligence-CS (Seemed not good enough)
    • Damage: 250 -> 260
    • Durable dmg: 70 -> 100
  • Adjudicator (wasn't good enough compared to other ARs)
    • Damage: 125 -> 145
    • Durable dmg: 30 ->50
  • Arbitrator (long reload that can't be changed so bigger mag)
    • Mag capacity: 45 -> 80
    • Spare/Supply mags: 7 -> 6
  • Tenderizer (more damage to not be that close to liberator)
    • Damage: 120 -> 130
    • Durable dmg: 60 -> 80
  • MA5C (needs to be stronger but even more unstable (as in Halo))
    • Damage: 105 -> 110
    • Durable dmg: 26 -> 30
    • Climb vertical recoil: 60 -> 80
    • Sway: 0.95 -> 0.8
  • Variable (looks like bad damage)
    • Damage: 95 -> 105
    • Durable dmg: 35 -> 40
  • All liberators and Suppressor (little mags reward you with tons of ammo)
    • Spare little mags: 16 -> 18
    • Big mag ergo decrease: 15 -> 10
  • Breaker Spray&Pray (too little mags, not enough dmg)
    • Short mag:
      • Capacity: 50 -> 70
      • Reload speed: 3 -> 2
      • Spare/Supply/Starting mags: 5 -> 10
    • Extended mag:
      • Capacity: 75 -> 140
      • Spare/Supply/Starting mags: 4 -> 5
    • Drum mag:
      • Capacity: 150 -> 210
      • Spare/Supply/Starting mags: 2 -> 3
      • Reload speed: 5 -> 5.4
    • Pellet count: 7 -> 9
    • Projectile drag: 1.5 -> 1
  • Breaker incendiary (request complete!)
    • RPM: 250 -> 300(vanilla)
  • Slugger (seemed no good enough compared to others)
    • Drag: 1 -> 0.45
    • Damage: 330 -> 400
    • Durable dmg: 90 -> 100
    • Spare/Supply ammo: 68 -> 70
  • Double Freedom (finally AP4, seems familiar?)
    • AP direct: 3 -> 4
    • Spare/Supply ammo: 60 -> 65
    • Push force: 30 -> 20
  • Sterilizer!!!!
    • +Acid storm and poison effect added (acid storm reduces enemies' armor by 1 for a short amount of time when puked with sterilizer; poison deals damage per second??)
    • Poison effect strength: 40
    • Gas 2 effect strenght: 0.5 -> 2 (maybe doesn't do anything)
    • Gas confusion effect strength: 0.5 -> 2 (blindness)
    • Gas confusion effect duration: 9 -> 10 sec
    • Damage: 1 -> 2
    • Durable dmg: 1 -> 2
  • Railgun (needed buff)
    • Damage: 600 -> 750 (1875dmg on full charge)
    • Durable dmg: 275 -> 300 (650d-dmg on full charge)
    • Spare ammo: 20 -> 22
  • Autocannon
    • Durable dmg: 260 -> 300
    • Stagger: 30 -> 35

---------------------------------
I will probably add those stats to description some day later.
Commando was kinda too strong so i readjusted it.

Damage/Durable dmg: 600 -> 750
Explosion AP: 6 -> 3
Explosion Durable damage: 800 -> 600
This is a big update, as i completely revamped Commando! Now, let me show you what has changed. You should really try out commando!!! Aaand also here's epoch because he needs more to be one of the coolest. Update for respective standalone version will come later.
  • Commando is now more continuate rocket shooter, which is now used against chaff and biggies alike. I would make it a backpack reload weapon, but it isn't possible for me.
    • Capacity: 4 -> 16
    • Damage/Durable dmg: 1100 -> 600
    • Explosion damage/Durable dmg: 150 -> 800
    • Explosion penetration: 3 -> 6
    • Explosion inner radius: 1 -> 6
    • Explosion outer radius: 2 -> 7
    • Explosion shockwave radius: 4 -> 8
    • Missile starting speed (little time after shot happened): 30 -> 1
    • Missile minimum speed (guess it explains itself): 75 -> 1
    • Missile preferred speed (max speed): 120 -> 500
    • Missile acceleration per sec(does what it's called): 200 -> 50
    • Missile turn blend angle (can't really tell, adjusts missile aiming at laser pointer): 45 -> 180
    • Missile turn rate at the blend angle (same, can't tell): 2 -> 155
    • Missile turn rate on target (same, can't tell): 12 -> 115
    • Stratagem cooldown: 90 -> 95 (cool, right?)
    • Ergonomics: 10 -> 30
    • Sway: 1 -> 0.85
    • Call-in time: 2 -> 3
  • Epoch
    • Capacity: 3 -> 4
    • Spread: 15 -> 3
Now that i played with Senator, i realize that big push force is actually a bad thing in most scenarios. So let's just say that Senator hits so hard, that enemies can't move when getting bullet in their body. Also M6C had too little ammo, we don't want bad ammo economy, right?

  • Senator
    • Push force: 20 -> 5
  • M6C
    • Push force: 10 -> 5
    • Spare/Supply/Starting mags: 6 -> 7
Sai was overheating too fast when i was playing with it, considering it's fast fire rate, buff would be awesome.
  • Sai
    • Heat per shot: 1.35 -> 0.85
    • Cooling rate: 8 -> 9
Energy weapons update!

  • Scythe
    • sway: 1 -> 0.8
  • Sickle and DE Sickle
    • Damage: 80 -> 95
    • Durable damage: 10 -> 12
    • Spread: 15 -> 12
    • Cooling rate: 10 -> 22
    • Heat per shot: 1.15 -> 1.32
Same update as in secondaries mod*
While playing, i noticed that M6C pistol was not that good compared to verdict and others, with it's slow fire rate and damage. So it's getting the buff. Senator too : )

  • M6C
    • Damage: 200 -> 250
    • Durable damage: 60 -> 70
    • Projectile drag: 0.4 -> 0.35
  • Senator
    • Damage: 360 -> 400
First patch of this mod that makes 500kg bomb a bit more explody : P
And also i added script that fixes change weigh of lua file issue (if anyone wants to edit this mod for yourself (though you can just use any editor like Shodan and etc.))

  • Eagle 500kg
    • Outer radius: 25 -> 30
    • inner radius: 10 -> 15