Helldivers 2 Recoilless Rifle: The Reload Changed in 7.0.0
Short answer: the GR-8 Recoilless Rifle still hits like a truck, and the reload penalty everyone warns you about has been quietly rebuilt twice this year. Patch 6.3.0 made reloading work while dive-dodging and made it survive a ragdoll. Patch 7.0.0 reworked assisted reload so that only one of the two of you needs the correct backpack — meaning you can carry your own pack and still take a 1.7-second team reload when a squadmate is nearby. If your opinion of this weapon was formed before mid-2026, it is out of date.
Written against patch 7.0.2 (25 August 2026). Stats come from helldivers.wiki.gg; the mechanical changes are quoted from the official patch notes.
The four things that decide whether you take it
| Question | Answer |
|---|---|
| How hard does it hit? | 3,200 direct damage, AP6 penetration. The wiki rates its damage second only to the FAF-14 Spear, and it one-shots most Chargers and Tanks. Bile Titans and Factory Striders can survive a hit that misses a weak point |
| What is the cost? | A backpack slot and a stationary reload. Solo reload is 6.1s, or 5.5s with the ship module |
| Is the reload still that bad? | No — 6.3.0 and 7.0.0 changed it. You can reload while dive-dodging, the reload survives a ragdoll, and assisted reload now needs only one backpack between the two of you |
| What does a team reload buy? | 1.7 seconds instead of 6.1, for an effective rate of roughly 38–40 rounds per minute |
Stats as of 7.0.2
| Field | Value |
|---|---|
| Unlock | Level 5 / 6,000 Requisition (Patriotic Administration Center) |
| Stratagem code | Down, Left, Right, Right, Left |
| Cooldown | 480s |
| Traits | Support Weapon / Backpack / Anti-Tank / Stationary Reload |
| Capacity | 1 loaded, 5 spare in the backpack |
| HEAT damage | 3,200 projectile + 150 explosion |
| HEAT penetration | AP6 projectile / AP3 explosion |
| HE damage | 750 projectile + 800 explosion |
| HE penetration | AP5 projectile / AP4 explosion |
| Reload | 6.1s / 5.5s (module) / 1.7s (assisted) |
| Resupply | 3 shells from a resupply, 1 from an ammo box |
The backpack drops with the weapon and is not optional. The Hellpod contains both, and without the backpack you cannot reload at all. If you need that slot for a shield or a jump pack, this weapon is simply not a candidate.
HEAT or HE
| HEAT (anti-tank) | HE (high explosive) | |
|---|---|---|
| Projectile damage | 3,200 | 750 |
| Explosion damage | 150 | 800 |
| Projectile AP | 6 | 5 |
| Explosion AP | 3 | 4 |
| Use against | Chargers, Tanks, single heavy targets | Packed groups of light and medium enemies |
The HE blast is comparable to a G-12 High Explosive grenade but with a larger inner radius — 3.0m against 2.5m in the wiki's decoded attack data — and more stagger, with a stun value of 60 against 30 in the same data. Note that the wiki's prose says 3.5m while its own decoded data says 3.0m; this article uses the latter. The trade is real, though: HE drops your direct damage to 750, which is a bad deal against armour. Leave it on HEAT unless you have a specific reason not to.
The reload has been rebuilt twice
6.3.0 (16 June 2026): reloading itself got more responsive
The 6.3.0 patch notes list three changes under "Reloading improvements":
- You can now reload while dive-dodging
- The reload state is remembered properly, so being ragdolled mid-reload no longer wipes your progress — you continue once you regain control
- Delayed reloads. Press reload when you are not allowed to, and the game queues it for up to 1.2 seconds instead of dropping the input
Every one of those matters more to a stationary-reload weapon than to anything else in the game. Losing a six-second reload to a Charger bowling you over used to be the defining frustration of the GR-8.
7.0.0 (12 August 2026): assisted reload rework
Patch 7.0.0 "Devoid of Liberty" includes a section called "Assisted Reload Rework". Arrowhead's own framing is that the original design needed a dedicated reloader carrying the backpack, that this "require[d] too much coordination which lead to it rarely happening", and that they wanted players to "keep their backpack and reload whenever you need, while also allow[ing] a teammate to easily help you".
The change itself is one line: "Helldivers can now assist reload as long as one of the wielder and/or reloader of the weapon has the correct backpack."
In practice this removes the old either/or. Before, carrying your own backpack and receiving fast team reloads pulled against each other. Now you run self-sufficient by default and opportunistically drop to 1.7-second reloads whenever a squadmate is beside you. That is why the GR-8 became far more usable in public lobbies, where you cannot count on a dedicated loader.
Why most guides still describe the old behaviour
The wiki page these stats come from carries an internal "last verified" marker of 1.003.101. The assisted reload rework is internal version 1.007.000 — the build number the wiki itself lists for 7.0.0, released 12 August 2026. So the prose on that page predates the change even though its numbers are current.
That is why this article splits its sourcing: numbers from the wiki, mechanical changes quoted from the patch notes. For what it is worth, I read all eleven patch notes from 6.1.1 through 7.0.2 and none of them alter the GR-8's damage, penetration or reload timings, so the figures above should still hold.
Three ways to shoot faster
- Use the staged reload. The sequence is open the venturi, eject the spent shell, insert the new one, close the venturi — and interrupting it keeps every stage you already finished. Get two stages done, break contact, finish when safe
- Cancel on the white icon. Once the HUD icon flips from red to white, the shell is in and the reload is internally complete. Diving, standing up, swapping weapons or opening the stratagem list cancels the leftover animation and lets you fire sooner
- Take the assisted reload. 1.7 seconds, roughly 38–40 rounds per minute sustained, and since 7.0.0 only one of you needs the backpack
Against the other anti-tank options
| GR-8 Recoilless | EAT-17 | LAS-99 Quasar | FAF-14 Spear | |
|---|---|---|---|---|
| Projectile damage | 3,200 (HEAT) | 2,000 | 2,000 | 4,000 |
| Penetration | AP6 | AP6 | AP6 | AP7 |
| Backpack | Required | No | No | Required |
| How it fires | Reloadable, assisted reload | Two disposable tubes | Charge-up, unlimited shots | Guided, reloadable |
| Cooldown | 480s | 70s | 480s | 480s |
| Unlock | Lv5 / 6,000 | Lv3 / 3,000 | Lv18 / 7,500 | Lv20 / 9,000 |
- Need the backpack slot? Take the EAT or the Quasar. The EAT's 70-second cooldown is low enough that the call-in itself works as an anti-tank strike
- Need sustained anti-tank? The GR-8 carries five spares and gets three back per resupply
- Playing with a regular squad? The GR-8 pulls ahead of everything else here — no other option puts out anti-tank damage on a 1.7-second cycle
We compare the Quasar against the Railgun in the heavy-armour breakdown, and the backpack-slot squeeze between support weapons in the Autocannon guide.
Faction and difficulty notes
| Faction | Primary target | Shell and caveat |
|---|---|---|
| Terminids | Chargers. The wiki states it kills the majority of armoured enemies such as Chargers and Tanks in one shot | Stay on HEAT. A Bile Titan survives a hit that misses the weak point, so plan on orbital support alongside it |
| Automatons | Tanks and Fabricators. AP6 goes through heavy armour frontally | Stay on HEAT. Factory Striders also survive a non-weak-point hit |
| Illuminate | Single heavy targets | This article does not claim specific one-shot results here. Illuminate durability is covered in our Illuminate guide |
What difficulty changes is how many heavies arrive at once. For a single heavy the disposable EAT is enough; the GR-8's five spares and three-per-resupply refill are what matter when heavies keep coming. The four-role split at difficulty 10 is covered in our Super Helldive guide.
At low and mid difficulties it is harder to justify the backpack slot. Cycling the EAT on its 70-second cooldown leaves that slot free.
Mind the backblast
Firing knocks over anyone standing directly behind you. The tube is stencilled "BEWARE OF BACKBLAST. 2-6m", and the wiki notes that this range matches the in-game behaviour.
It deals no damage — the danger is what you drop when you fall. Going down while holding a live grenade or a stratagem beacon is how squads kill themselves with this weapon. Approach from the side when you go to assist a reload, and mind cliff edges.
Confidence and what is not covered
| Item | Confidence |
|---|---|
| Damage, penetration, reload times, spare shells | wiki.gg (page marker 1.003.101). Damage and penetration also match the same wiki's decoded attack data. No patch note from 6.1.1 to 7.0.2 changes them |
| 6.3.0 reload improvements, 7.0.0 assisted reload rework | Quoted from the official patch notes |
| 38–40 rounds per minute while team reloading | Stated by the wiki; not independently measured |
| Call-in time and upgraded cooldown | Deliberately omitted. The English and Japanese wikis disagree and I could not establish which is current |
| Ship module effect sizes | Listed (e.g. 10% faster reload) but the post-module values are unverified |
Summary
- 3,200 damage at AP6. Most Chargers and Tanks die to one shot; Bile Titans and Factory Striders may not if you miss the weak point
- The reload penalty has been reworked twice in 2026. Dive-dodge reloading, ragdoll-proof progress, and assisted reload needing only one backpack between two players
- Three ways to speed it up: staged reload, cancel on the white icon, assisted reload at 1.7s
- Want your backpack slot back? EAT-17 (70s cooldown) or Quasar. Want sustained anti-tank? This one
- Never stand behind the tube. The backblast knocks you down and you drop whatever you are holding
Sources: GR-8 Recoilless Rifle, EAT-17, LAS-99 Quasar Cannon and FAF-14 Spear on helldivers.wiki.gg; patch notes for 6.3.0 (16 June 2026), 7.0.0 (12 August 2026) and 7.0.2 (25 August 2026).

