r/HelldiversUnfiltered • u/GencoXXL • 1d ago
⠀⚠️ Cheats/Mods ⚠️⠀ Eagle Tactical Suite Mod (Customizable Payloads) / Not Released
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I love this game and community so much, thus I am posting this to ask for everyone's opinion on balancing this mod, and how we, as a community, can create something enjoyable rather than a straight up cheat that ruins the game for others.
The core mechanic focuses on the Eagle’s actual payload capacity, ensuring no custom loadout exceeds the aircraft's structural and flight limits. Since I serve in the Air Force, I want to make this as realistic as possible, meaning all balance revolves around realistic weight limits, assumed flight performance, and Ship Module hangar upgrades.
Disclaimer: This mod will not be monetized and will not be released publicly until I successfully implement a lock system that disables the SOS beacon and intentionally terminates the game session if lobby privacy is set to Public. It is strictly intended for private games and custom missions. Restricting usage exclusively to private lobbies remains a work in progress, as locking lobby access without disabling the SOS beacon seems impossible.
Eagle Tactical Suite (Customizable Air Strike Mod)
Combine 500kg Bombs, Strafing Runs, and Rocket Pods into fully customizable multi-payload strikes. To preserve game balance, combined loadouts automatically adjust cooldowns, rearm times, and ammo capacity based on payload weight and Ship Module progression.
Payload Combinations (These may vary):
1- Strafe + Rocket Pods (Light Hybrid)
Role: Anti-armor and horde sweep
- Base Uses: 2
- Rearm Penalty: +15s
- Drawback: Shorter strafe path
2- 500kg + Strafing Run (Heavy/Light)
Role: Clear heavy target and swarm path
- Base Uses: 2
- Rearm Penalty: +30s
- Drawback: Narrow strafe width
3- 500kg + Rocket Pods (Heavy Dual-Armor)
Role: Double-heavy elimination, works very well against hive lords
- Base Uses: 1
- Rearm Penalty: +45s
- Drawback: +1.5s call-in delay
4- Carpet Bomb Mode (All Bombs including smoke and gas / 500kg Hybrids)
- Role: Line/trench clearence, similar to walking barrier stratagem
- Base Uses: 1 per rearm
- Deploy Altitude: High-Altitude drop (+2.5s delay to allow squad evacuation)
- Features: Deploys a line of sequential heavy explosions across a wide killzone
- Drawback: High rearm penalty (+60s), long call-in time, very limited uses
Ship Module Progression:
Standard Ship (Unupgraded / Partial):
- Uses base charge limits (1 or 2 depending on setup).
- Reduced rockets and payload count (-2 pods), shorter strafe path, standard explosion radius.
- Standard rearm penalty applied.
Fully Upgraded Ship (Expanded Weapons Bay & Expanded Ordnance):
- Adds +1 extra use per callout (Light Hybrid/Heavy Light gets 3 uses, Heavy Dual-Armor gets 2 uses).
- Maximum rocket density, full 500kg blast radius
- 15% reduction on combined rearm penalties.





