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True Lasgun Beam Overhaul 2026-10-10

A Mod for Helldivers 2
  • Bans
True Lasgun Beam Overhaul akl_mod_preview_image
Why do laser weapons fire what are basically bullets with glowing skins?

This mod turns them into proper Lasgun-style weapons worthy of the Emperor’s Hammer.




LAS Beam Enhanced Overhaul 2.0

Converts the LAS-16 Sickle, LAS-17 Double-Edge Sickle, LAS-12 Sai and R/40-K Hot-Shot to Trident-style hitscan beams, with enhanced weapon stats and heat mechanics.

All damage values below are listed as normal damage / durable damage. AP means armor penetration. Heat thresholds use internal heat values.

The Double-Edge Sickle was designed around the Hot-shot Volley Gun concept, while the SAI was designed as a close-range Las-Sprayer.

The reason the Sickle and SAI have relatively high damage and armor penetration in the Enhanced version is that they were designed around the Hot-shot Lasguns used by Kasrkin, Tempestus Scions, and Stormtroopers.

These aren't your typical Kantrael-pattern Lasguns commonly seen in 40K. They're weapons wielded by the Emperor's elite soldiers.

And since Helldivers are essentially special forces, much like the Kasrkin or Tempestus Scions, shouldn't they be equipped with weapons worthy of their status?

Preview video:
View: https://youtu.be/BQlQZtd5V1w

LAS-16 Sickle

Damage: 110 / 15.
Armor penetration: 3.
Selectable firing rates: 500, 750 and 850 RPM.
Base firing rate: 750 RPM.
Beam range: 300 meters.
Beam duration: 0.05 seconds.
Firing warmup removed.
Heat capacity: 100.
Heat generated per shot: 1.4.
Normal cooling: 6 heat per second.
Spare heat sink settings: starting 5, maximum 6, resupply amount 6.

LAS-17 Double-Edge Sickle

Damage and armor penetration increase with heat:
Below 20 heat: 120 / 20 damage, AP 3.
From 20 to below 60 heat: 150 / 30 damage, AP 3.
From 60 to below 130 heat: 200 / 40 damage, AP 4.
At 130 heat and above: 300 / 60 damage, AP 5.

Selectable firing rates: 700, 850 and 1100 RPM.
Base firing rate: 850 RPM.
Beam range: 300 meters.
Beam duration: 0.05 seconds.
Firing warmup removed.
Heat capacity: 200.
Heat generated per shot: 1.55.
Normal cooling: 4 heat per second.
Spare heat sink settings: starting 1, maximum 2, resupply amount 6.

Self-damage is disabled in the first and second enhanced heat stages. Only the highest stage, starting at 130 heat, applies self-burn using the weapon's original second-stage self-burn effect.
Damage and armor penetration follow the current heat stage when the weapon cools or a heat sink is replaced.

LAS-12 Sai

Damage: 150 / 25.
Armor penetration: 3.
Base firing rate: 1250 RPM.
Beam range: 200 meters.
Beam duration: 0.05 seconds.
One beam per shot.
Firing warmup removed.
Horizontal / vertical spread: 130 / 130.
Horizontal / vertical recoil drift: 3 / 3.
Horizontal / vertical aiming-screen recoil: 2 / 4.
Heat capacity: 100.
Heat generated per shot: 1.9.
Normal cooling: 5.4 heat per second.
Standard heat sink spare settings: starting 6, maximum 7, resupply amount 8.
Original Sai firing sound restored.
No additional RPM selection menu.

Sai attachment changes

Focus Lens:
Firing rate: 950 RPM.
Horizontal / vertical spread: 65 / 65.

High-Capacity Heat Sink:
Heat generated per shot: 1.3.
Spare heat sink settings: starting 4, maximum 5, resupply amount 7.

High-Efficiency Heat Sink:
Heat generated per shot: 1.9.
Normal cooling: 8.8 heat per second.
Spare heat sink settings: starting 6, maximum 7, resupply amount 8.

R/40-K Hot-Shot

Damage: 575 / 140.
Armor penetration: 4.
Semi-automatic firing rate: 210 RPM.
Beam range: 2000 meters.
Beam duration: 0.15 seconds.
One beam per shot.
Firing warmup removed.
Heat capacity: 100.
Heat generated per shot: 12.5.
Normal cooling: 8.2 heat per second.
Spare heat sink settings: starting 5, maximum 6, resupply amount 6.
Horizontal / vertical recoil drift: 2 / 2.
Horizontal / vertical aiming-screen recoil: 1 / 2.
Original Hot-Shot firing sound restored.
No additional RPM selection menu.

The Hot-Shot now uses a Sickle-style heat sink system. Firing generates heat, and the weapon cools while idle. Full overheat requires manual heat sink replacement. Automatic heat sink ejection is disabled.
The original ammunition consumption and magazine reload path no longer control firing.

Sound and runtime improvements

Sai and Hot-Shot use their original firing sounds. Sickle and Double-Edge Sickle retain the firing sounds from the previous Enhanced version.
The retained projectile components do not produce additional physical bullets.


Personally, I was quite satisfied with the overlapping Sickle and Trident firing sounds, which are unavoidable due to how the mechanism works, so the firing sound has not been changed.

For the SAI and Hot-shot, however, the Trident firing sound has been disabled.

LAS Beam Enhanced Overhaul 2.0 (No Self-Damage)

Includes all weapon, attachment, heat, recoil, sound and runtime changes listed above.
The only difference is that Double-Edge Sickle self-damage is disabled at every heat stage. Its heat-based damage and armor penetration progression remain unchanged.

LAS Weapons Are Now True Las Beams v2.0 - Vanilla Stats

For players who want Trident-style hitscan beams while keeping the original weapon specs.

Since all four weapons use the Trident’s beam, and the original Trident beam has a range of 200 meters, the Hot-shot Lasgun’s range may feel shorter than expected.

Supports the LAS-16 Sickle, LAS-17 Double-Edge Sickle, LAS-12 Sai and R/40-K Hot-Shot.

Only the firing method and beam visuals are changed. All original weapon and attachment stats are preserved,
including damage, armor penetration, firing rate, recoil, spread, warmup, heat generation, cooling, ammunition, reserves and resupply.

All four weapons use their original firing sounds.
One beam per barrel per shot.
No additional RPM selection menu.
Original Double-Edge Sickle self-damage is preserved.
Hot-Shot keeps its original magazine and reload system.
Beam reach follows each weapon's original projectile travel-distance budget; beam presentation timing comes from Trident.
Version 1.3 Changes and Fixes

Added support for HD2Runtime 0.28.1 and 0.30.0 across all three versions.

Improved startup application speed and added guarded retries when the required game data is not ready.

Cleaned up unnecessary code and repetitive diagnostic logs while retaining the processing required for RPM changes, heat stages, and weapon replacement.

Improved compatibility checks to validate current buffer locations and capacities while preserving essential field, type, and size checks.

Fixed Hot-Shot ammunition pickups and resupply so they replenish its heat-based battery reserves.

Added separate magazine-system toggles for each weapon in both Enhanced versions.
Enabling magazine mode for the Double-Edge Sickle disables heat-dependent damage stages and self-damage.

In the Vanilla Stats version, the Semi-Auto/Full-Auto selector is only available when warm-up removal is enabled, as the original firing delay feels unnatural when firing in semi-auto.

Configured magazine capacities to 100 rounds for the Sickle, 250 for the Double-Edge Sickle, and 120 for the Sai, or 200 with its High-Capacity Heat Sink. (only overhaul version)

Version 1.4 Changes and Fixes

  • Fixed inconsistent mod application (testing is required from users who experienced this issue).
  • Added a beam range slider (200–500m) to the Vanilla Stats version.
    Added compatibility with HD2Runtime 0.30.1 and future versions that use the same API.


  • Version 2.0​

    Added Overcharge Mode for the Sickle and Double-Edge Sickle
    • Incendiary effect
    • +1 Armor Penetration
    • Increased damage
    • Approximately 3× heat generation per shot
    • In magazine mode: 3× for the Sickle and 4× for the Double-Edge Sickle
  • Fixes
    • Improved compatibility
    • Fixed overlapping firing sounds

Requirements and installation

Requires Bingus Shared Loader v18+
HD2Runtime 0.28.1+
Mod Options Menu included in the VanillaPlus Megapack
installed separately

Use only one Lasgun of the three variants at a time.

Close the game fully before updating. Disable the previous version and old test builds, install the chosen ZIP, then redeploy and restart the game.
Since this mod clones and applies the Trident's projectile, it may be incompatible with other weapon mods, especially those that modify the same weapons, including the Trident itself.

If you encounter any compatibility issues with other mods, please leave a comment.

If the mod doesn't seem to be working, please follow these steps:

  1. Install the three required dependencies:
    • Bingus Shared Loader
    • HD2Runtime
    • Mod Options Menu
  2. Place this mod immediately after the three required dependencies in the load order.
  3. Test the mod and check the log files to confirm that it is working properly.
  4. If the mod works correctly with only the required dependencies installed, there is a very high possibility that another mod is causing a conflict.
  5. In that case, enable your other mods one by one until you identify the conflicting mod.
Once you've identified the conflicting mod, please leave a comment with its name so I can investigate the issue.

he vanilla version is also incompatible with other enhancement mods.

Due to how the mechanism works, directly using the Trident’s projectile would also cause the changes to be applied to the Trident itself.

To prevent this, the mod clones the Trident’s projectile and applies the cloned version instead of using the original projectile directly. Because of this process, it is not compatible with other enhancement mods that modify the same weapons.




Stand and die for the Emperor, May the Emperor protect you.
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Version
2026-10-10
Rating
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Latest updates

  1. Version 2.0

    Requested sliders (heat generation per shot and magazine count). Added Overcharge Mode for the...
  2. Version 1.5 – Enhanced Version Hotfix

    Fixed a network issue that occurred when using the Hot-shot's heat-battery magazine system in...
  3. 1.4.1

    more some fix.

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Bans

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Version 2.0 may still be a bit unstable. If you encounter any issues, please describe the symptoms and provide the relevant log files.

Please also test the mod without any other mods enabled to help rule out potential mod conflicts!
 

Chronodis

Members
Members
Sep 24, 2026
5
1
I havnt had any errors or crashes from it. but ive noticed that sometimes when firing, theres no beam, just a used round and no damage on the enemy. this is with hotshot

edit: using vanilla stat version
 

Bans

Members
Members
Sep 19, 2026
116
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I havnt had any errors or crashes from it. but ive noticed that sometimes when firing, theres no beam, just a used round and no damage on the enemy. this is with hotshot

edit: using vanilla stat version



I've fixed it. Please download the mod again and test it.
 

IIIlIllIlIlIIlIllI

Members
Members
Sep 15, 2026
19
5
Is it possible to use SHODAN Stat Editor to further modify the stats of these LAS weapons (while still keeping the Trident-style beams)?

It would be awesome if the DE Sickle's demo force increased as its heat level increases
 

Bans

Members
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Sep 19, 2026
116
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Is it possible to use SHODAN Stat Editor to further modify the stats of these LAS weapons (while still keeping the Trident-style beams)?

It would be awesome if the DE Sickle's demo force increased as its heat level increases
I don't use that editor myself, so I'm not really familiar with it. However, I remember some people in the comments who use that editor mentioning that it's incompatible with this mod.
 

Zeradux

Members
Members
Oct 2, 2026
8
9
report about 2.0:

So far i tried LUT color mods, model changes, beam color overhauls and all of that works without any problem so far, all the compatibility issues i tried with other mods are resolved, the assault rifles and ballistics overhaul now both work alongside with this mod, something they didnt before or even the las maxigun mod who also uses some stuff from the laser weapons, for now none of this mods present problems working together with this one, i didnt try any mod that changes the las weapons stats but i imagine in that case they would break for obvious reasons.

with the helldivers ammunition mod its a bit of an odd one, the mod is compatible with this one but the ammo types seem to not work on the overhauled lasguns, however it does NOT interfere with any other weapon that can use the ammo types so aside from that detail, it works fine, you can use it with any other weapon, not the lasguns, aditional testing could be made on the hotshot since the ammunitions mod treat the hotshot as a ballistic weapon, not a las one, giving it access to a few more types.

shodan stat editor has problems, for starters any edit you make doesnt work, not surprising to be honest since this mod does more than just change numbers and if you edit any value the overcharge on the sickle stops working, now imo this is not really a problem since with a mod like this one that overhauls the whole weapon functionality using a stat editor is a bad idea by itself but thought it might be good idea to mention it anyway, no idea if this is a shodan problem or if it happens with any stat editor

regarding the overcharge mode: super fun to use, works wonders and its very good but i do think its a bit too much heat in a very short time, my personal suggestion would be to lock the overcharge mode to 400-500 rpm or so, allowing the sickle to have a sort of anti-light in the normal mode and anti-heavy in the overcharge mode, tho i do understand if this is not happening since slower heavy hitting is kinda the hotshot job and i imagine the overcharge idea is a sort of "high risk, high reward"

overall amazing work and most of the issues with the mod seem resolved, hope this helps, keep up the good work
 

Bans

Members
Members
Sep 19, 2026
116
29
report about 2.0:

So far i tried LUT color mods, model changes, beam color overhauls and all of that works without any problem so far, all the compatibility issues i tried with other mods are resolved, the assault rifles and ballistics overhaul now both work alongside with this mod, something they didnt before or even the las maxigun mod who also uses some stuff from the laser weapons, for now none of this mods present problems working together with this one, i didnt try any mod that changes the las weapons stats but i imagine in that case they would break for obvious reasons.

with the helldivers ammunition mod its a bit of an odd one, the mod is compatible with this one but the ammo types seem to not work on the overhauled lasguns, however it does NOT interfere with any other weapon that can use the ammo types so aside from that detail, it works fine, you can use it with any other weapon, not the lasguns, aditional testing could be made on the hotshot since the ammunitions mod treat the hotshot as a ballistic weapon, not a las one, giving it access to a few more types.

shodan stat editor has problems, for starters any edit you make doesnt work, not surprising to be honest since this mod does more than just change numbers and if you edit any value the overcharge on the sickle stops working, now imo this is not really a problem since with a mod like this one that overhauls the whole weapon functionality using a stat editor is a bad idea by itself but thought it might be good idea to mention it anyway, no idea if this is a shodan problem or if it happens with any stat editor

regarding the overcharge mode: super fun to use, works wonders and its very good but i do think its a bit too much heat in a very short time, my personal suggestion would be to lock the overcharge mode to 400-500 rpm or so, allowing the sickle to have a sort of anti-light in the normal mode and anti-heavy in the overcharge mode, tho i do understand if this is not happening since slower heavy hitting is kinda the hotshot job and i imagine the overcharge idea is a sort of "high risk, high reward"

overall amazing work and most of the issues with the mod seem resolved, hope this helps, keep up the good work
I felt that when using Overcharge Mode, controlling the rate of fire should be entirely up to the player rather than being restricted by the system.

I wanted players to have the freedom to either activate Overcharge Mode and fire continuously to eliminate as many enemies as possible in a short amount of time, or use controlled bursts to take them down more carefully.

Ultimately, I wanted to leave that choice entirely in the player's hands.
 

Zeradux

Members
Members
Oct 2, 2026
8
9
I felt that when using Overcharge Mode, controlling the rate of fire should be entirely up to the player rather than being restricted by the system.

I wanted players to have the freedom to either activate Overcharge Mode and fire continuously to eliminate as many enemies as possible in a short amount of time, or use controlled bursts to take them down more carefully.

Ultimately, I wanted to leave that choice entirely in the player's hands.
yeah thats fair, in a way the overcharge mode give use to the 500 rpm, before that the weapons cool so fast that there is almost no reason to use it, with the overcharge causing so much heat per shot a more controlled rpm is quite good for it, kinda wish more weapons had something like that, the laser cannon would be a prime example of a weapon that could benefit from it or even the quasar having a sort of "auto cannon" mode where it produces a bit of heat for faster shots that deal less damage
 

Arnyx

Members
Members
Oct 7, 2026
14
2
Still seems to play the hot-shot firing audio twice on the vanilla version, though it's not as bad as before. It took a while for me to notice it.
 

Bans

Members
Members
Sep 19, 2026
116
29
Still seems to play the hot-shot firing audio twice on the vanilla version, though it's not as bad as before. It took a while for me to notice it.
The current mechanism works by firing a Trident projectile followed by a conventional ballistic projectile, with the latter being disabled by setting it to False

When I first started developing the mod, both projectiles were actually being fired simultaneously. To fix this, I disabled the ballistic projectile by setting it to False

However, some values that weren't fully disabled, particularly the firing sounds, can still trigger with a delay.

That's why it's difficult to eliminate this issue completely with the current implementation.

The reason it happens relatively infrequently now is that the Trident projectile is spawned first, and the creation of the ballistic projectile is then blocked. Sometimes there's a slight delay in that blocking process, allowing some unintended side effects to slip through, especially the firing audio.

In short, I don't think it's currently possible to eliminate this issue completely with the existing mechanism.
 

Arnyx

Members
Members
Oct 7, 2026
14
2
The current mechanism works by firing a Trident projectile followed by a conventional ballistic projectile, with the latter being disabled by setting it to False

When I first started developing the mod, both projectiles were actually being fired simultaneously. To fix this, I disabled the ballistic projectile by setting it to False

However, some values that weren't fully disabled, particularly the firing sounds, can still trigger with a delay.

That's why it's difficult to eliminate this issue completely with the current implementation.

The reason it happens relatively infrequently now is that the Trident projectile is spawned first, and the creation of the ballistic projectile is then blocked. Sometimes there's a slight delay in that blocking process, allowing some unintended side effects to slip through, especially the firing audio.

In short, I don't think it's currently possible to eliminate this issue completely with the existing mechanism.
Dang™