HELLDIVERS™ 2

HELLDIVERS™ 2

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Hellpod steering is so frustrating
It is severely inconsistent and is frequently 100% uncontrollable. The number of times I've been forcibly dropped into a hoard only to *instantly* die to them (or just straight up dropped into a death pit) aggravates me deeply.
What is the deal? The game play tips on loading screen encourage you to try and land on an enemy, but with the hellpod being uncontrollable this is often not an actual option.

I would very genuinely rather hellpods be completely unsteerable at all times than this inconsistent state it is in now. At least that way I wont get upset because Im trying to wrangle a hellpod that arbitrarily decides to throw me into death.
Ideally though I would much rather have hellpods that are consistently able to be steered so I can try to avoid hazards or use the hellpod as a weapon.
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Showing 1-13 of 13 comments
Sometimes the steering works great, and sometimes the steering locks you out of one of the directions, and instead makes you go the complete opposite direction even harder when you try to compensate for the inconsistency.
Freed Mar 13, 2024 @ 11:03am 
That's how they fixed "issue" when players landed on top of high building. If something high is in range of hellpod drop, steering will be automatically locked
There is a way to fix but I guess they were rushing to make this change and probably will fix it in future the right way

Funny thing, on new termicide missions, if you dive near high structures your hellpod will steer into water with no exit because for game it's the lowest safest point
Last edited by Freed; Mar 13, 2024 @ 11:09am
McKillerroy Mar 13, 2024 @ 11:05am 
It's because it tries to prevent players from landing on top of otherwise unreachable or indestructible buildings and such, I guess.
Originally posted by McKillerroy:
It's because it tries to prevent players from landing on top of otherwise unreachable or indestructible buildings and such, I guess.

Well it doesn't work. I managed to land on a huge stone pillar in the bot elimination map and had HMG emplacement to slap down up there. It was a breeze of a mission then.
Last edited by Hand's Hermit Permit; Mar 13, 2024 @ 11:07am
Originally posted by Freed:
That's how they fixed "issue" when players landed on top of high building. If something high is in range of hellpod drop, steering will be automatically locked
There is a way to fix but I guess they were rushing to make this change and probably will fix it in future the right way

Funny thing, on new termicide missions, if you dive near high structures your hellpod will steer into water with no exit because for game it's the lowest safest point
They choose the moronic way instead of making it so tall structures have an invisible barrier around it that will steer the hellpod away from it.
Vali Riversong Mar 13, 2024 @ 11:17am 
The amount of times the steering lock has forced me to land directly in front of a Hulk, Bile Spewer or Titan only to be immediately killed by said enemy is way too high.
Aethrys Mar 13, 2024 @ 11:19am 
Half the time mine decides "screw you, we're going hard down and left"
McKillerroy Mar 13, 2024 @ 11:35am 
Originally posted by Hand's Hermit Permit:
Originally posted by McKillerroy:
It's because it tries to prevent players from landing on top of otherwise unreachable or indestructible buildings and such, I guess.

Well it doesn't work. I managed to land on a huge stone pillar in the bot elimination map and had HMG emplacement to slap down up there. It was a breeze of a mission then.

It's not supposed to prevent you from landing on high spots that are present by the geography itself. It's supposed to prevent you from landing on buildings and "special" spots, introduced by the mission objectives.
Last edited by McKillerroy; Mar 13, 2024 @ 11:36am
MoFuk MoGuns Mar 13, 2024 @ 11:38am 
i never had an issue till recently, its really frustraiting when you go tthe pod module for better controll and half your deploys are just non controllable into chargers and titans
Doc Mar 13, 2024 @ 11:41am 
it's almost on spear lockon level
ImHelping Mar 13, 2024 @ 11:42am 
Don't forget that the pods will also love to spawn you outside of the mission boundary so you already have the traitor countdown when you spawn.

It is willing to no-clip you inside of a hill so you have to kill yourself with a grenade too.

The "Stop you from spawning in a naughty place" would only be true if they spent two minutes QA testing it.

But at least I have not had "just dump you right into the ocean ♥♥♥♥ you" levels of jank.

Originally posted by Aethrys:
Half the time mine decides "screw you, we're going hard down and left"

It DOES seem hard down+left is 99.99% (100%?) of the hijacking. It was always picking that way instead of closer to the middle of the map when I got sent out of bounds three times in a row one mission on my respawns, with team throwing them midwards.

EDIT: For clarity, this ♥♥♥♥ has been happening since launch. Anyone thinking the new patch caused it have just been lucky enough to not see it until now.

See also: Enemies shamelessly appearing out of thin air around you. That is launch jank.
Last edited by ImHelping; Mar 13, 2024 @ 11:47am
Xan84 Mar 13, 2024 @ 11:45am 
Most of the changes since the patch that nerfed the weapons make this game worse and worse in my book. Including the new garbage tower defense maps.
alliennator123 Mar 13, 2024 @ 12:03pm 
Yeah, not too sure why it happens, but if it's to make you unable to land on really high rock/building i think what they could do instead is to put the traitor timer, maybe don't blurry the screen as badly as when you go out of the zone (i think it makes your screen blurry, right ? ) so you can't stay all the way on top of it, but you still can save yourself/throw stratagems on enemy below before you jump.

And if it's about not crashing into destructible objective like the automatons watch tower or the lab of the bug for example, then it only block you from moving close to that objective, if your hellpod spawn right above said objective, it will move you away a bit and then make you unable to steer back at it, while still being able to steer further away from it.

And as for the traitor timer on high rock/building, it obviously should be added to the rock hitbox, would make no sense to be a height limit, even more so because those rocks can spawn downhill, imagine having the height limit at the top of the rock branding you as a traitor and then you can't go do your objective/extract because it's either same level or above the top of the rock ? or it will just not activate the traitor warning because you are below the height limit ? yeah, me neither. on top of it there will be multiple high rock in game.

I am in no way a game dev, so i don't know how hard it is to do, but i think that's a good way to do it, that's my fixing idea
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Date Posted: Mar 13, 2024 @ 10:56am
Posts: 13