HELLDIVERS™ 2

HELLDIVERS™ 2

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Hoopla Feb 29, 2024 @ 7:43am
Cannon Turret
Are the Automaton Cannon Turrets supposed to have such long range? They're these huge towers that can snipe you from a mile off even through fog and insta-kills you even if you have a shield generator on. I'm having a hard time dealing with these things as the 500kg bomb stratagem and rail-gun doesn't seem to affect it at all.
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Showing 1-13 of 13 comments
Kalenath Feb 29, 2024 @ 7:45am 
Oh yes. They are intended as VERY long range anti armor turrets or they would not be built so high on towers. The idea is to give longer sight lines and it works.

There is a weak spot on the rear of the turret, glowing panel that can be damaged by any weapon but medium AP does best. Hand held Autocannon does nothing to front armor, recoilless rifle or EAT takes 1 hit generally. Spear sometimes 1 shot, sometimes 2.

Orbital stratagems work too. Orbital railcannon and Orbital Laser both kill it.
Last edited by Kalenath; Feb 29, 2024 @ 7:47am
ImHelping Feb 29, 2024 @ 7:46am 
Yeah, the real issue is how janky trying to take them out with a support weapon from behind is. Because of how many orbit/eagle call ins vaguely shrug and decide not to do anything about them.

Well, okay the BIGGEST issue is when they get to abuse bugs to hide their weakspot inside of a glitchy model.

Bust your ass getting close without getting shot, and whoops sorry, protected by jank. So skill or making use of cover on approach is not rewarded, it just reminds you that their biggest benefit is fake difficulty magic.
Last edited by ImHelping; Feb 29, 2024 @ 7:48am
Kalenath Feb 29, 2024 @ 7:48am 
Originally posted by ImHelping:
Yeah, the real issue is how janky trying to take them out with a support weapon from behind is. Because of how many orbit/eagle call ins vaguely shrug and decide not to do anything about them.

Well, okay the BIGGEST issue is when they get to abuse bugs to hide their weakspot inside of a glitchy model.

Bust your ass getting close without getting shot, and whoops sorry, protected by jank.

Yeah, that too. :( Sneaky bots!
[SCZ]Celestrian Feb 29, 2024 @ 7:50am 
expendable rocketlauncher.
someone should have it for bot-missions. just in case.
takes both shots to kill the tower. front, back, doesnt matter. ez.
the main thing is to notice the tower is f_cking your team before it f_cks your team too hard.
Bregastor Feb 29, 2024 @ 7:52am 
Spear oneshot those.
Autocannon need 3 shot to the weakspot.
ImHelping Feb 29, 2024 @ 7:53am 
Originally posted by SCZCelestrian:
expendable rocketlauncher.
someone should have it for bot-missions. just in case.
takes both shots to kill the tower. front, back, doesnt matter. ez.
the main thing is to notice the tower is f_cking your team before it f_cks your team too hard.
I used to love the EAT, but by the time sniper towers are a frequent problem the EAT is screwed over by mission debuffs making it no longer worth bringing on high difficulty.

longer call in, longer cooldown, randomizers wasting your time, ECM umbrellas so you can't call one down in the first place in the area until that is dealt with.
Last edited by ImHelping; Feb 29, 2024 @ 7:53am
EarthN Feb 29, 2024 @ 7:54am 
500kg bomb kills it, with a close hit at least....tried it myself, works.
werepig Feb 29, 2024 @ 7:56am 
Originally posted by Hoopla:
Are the Automaton Cannon Turrets supposed to have such long range? They're these huge towers that can snipe you from a mile off even through fog and insta-kills you even if you have a shield generator on. I'm having a hard time dealing with these things as the 500kg bomb stratagem and rail-gun doesn't seem to affect it at all.
Ive had success using autocannon to flank the turret and hit its weakspot 3 times. And then use carpet bombing to get rid of other turret, if there are two.

I also sneak thorugh missions, so that might be the difference
Dr. Rockso Feb 29, 2024 @ 7:57am 
Railcannon Orbital is my go to for Cannon Turrets.
[SCZ]Celestrian Feb 29, 2024 @ 8:00am 
Originally posted by Bregastor:
Spear oneshot those.
Autocannon need 3 shot to the weakspot.

problem with anything besides expendable rockets is that you cant really bring a railgun at that point or you´re going to have to leave the one or other behind.

playing a mission with the autocannon for that purpose isnt a big deal, but that weakspot isnt really visible most of the time, because of range and when you can make the weakspot appear by circling it, you might as well just 500kg bomb it, with less travel distance.
seems like a poor choice when you want to deal with the tower quickly.

spear seems ok, especially when there are more tanks than 500kg bombs.
decent option.

still i prefer railgun + expendable rocket, which also saves some railgun shots.

not sure how many expendable rockets a tank requires (when not hitting the weakspot), but since it´s more than 2... having 2 expendable rocket stratagems seems okay too.
ImHelping Feb 29, 2024 @ 8:06am 
AMR technically works at extreme range when the weakness is visible, but if you bother to take lucky shots when they spawn facing away from you, it generally won't finish the job fast enough before it rotates and decides to punish you for your hubris (Still leaving the AMR better in bot missions than bug missions)
[SCZ]Celestrian Feb 29, 2024 @ 8:18am 
Originally posted by ImHelping:
Originally posted by SCZCelestrian:
expendable rocketlauncher.
someone should have it for bot-missions. just in case.
takes both shots to kill the tower. front, back, doesnt matter. ez.
the main thing is to notice the tower is f_cking your team before it f_cks your team too hard.
I used to love the EAT, but by the time sniper towers are a frequent problem the EAT is screwed over by mission debuffs making it no longer worth bringing on high difficulty.

longer call in, longer cooldown, randomizers wasting your time, ECM umbrellas so you can't call one down in the first place in the area until that is dealt with.

i´d disagree with that to a degree.
yes, the expendable isnt a >really good< pick, but it´s the best pick when you didnt notice the tower and start to get f_cked up badly, while still being way out of throwing range.

longer call in doesnt really matter too much because you will have to take cover, which makes the tower spot firing. in case you get swarmed by bots and have to move, moving away from the tower seems like the best way out.

scrambled stratagems:
due to effectiveness i run railgun, shieldpack + 500kg (meta bla bla whatever).
most likely the railgun + shieldpack will be on cooldown and wasting a 500kg isnt too bad. i do that a lot :P.

ecm:
the expendable has more range than the ECM. i havent noticed a canon tower sitting next to an ecm, however i most likely just havent played enough against bots. also in this scenario, the 500kg bomb wont work either.
not sure how long the lock on range is on the spear. only played it about 3 times. it might simply just not work.
getting in close and dealing with it via autocannon... sounds pretty stupid, but probably works.
i killed some (not enough) towers with the expendable rockets (obviously after getting f_cked hard) and you can definitely outrange the ECM, so that would still be my favorite pick. 95% of the time this is a dead slot obviously, but it doesnt require the backpackslot and your choice of support weapon doesnt change.
also in case of no-tower, pre-dropping expendables saves some railgun shots.

as said, not optimal, but expendables can deal with it.
i prefer to have a railgun + shieldpack + a dead slot
vs
having no railgun and no shieldpack + some orbital or whatever.


not having to deal with the tower on long range is easier and starting to rocket-snipe towers far off in the distance is ret_rded, however sh_t happens. once activated at such ranges, having a simple solution is my pick.

also rockets are fun.
[SCZ]Celestrian Feb 29, 2024 @ 8:25am 
Originally posted by ImHelping:
AMR technically works at extreme range when the weakness is visible, but if you bother to take lucky shots when they spawn facing away from you, it generally won't finish the job fast enough before it rotates and decides to punish you for your hubris (Still leaving the AMR better in bot missions than bug missions)

"technically works" means you aggro it and it starts firing. good chance you f_cked up and now hop from cover to cover (after some revives).

if the weakspot would be on the front, then yes, good choice, but this also would mean your prefered method is the suboptimal one of aggroing at long ranges, instead of sneaking in and dropping a 500kg.
if it fails, you´re f_cked and circling it to get to that weakspot, while being at such ranges, probably means you´re going to walk into a patrol, but even if not, that´s a lot of cover-running.

expendables lets you take care of the tower at the same range, without aiming for the weakspot. 2 shots and that´s it, while still being not the sneak-easy way of doing it.

also the AMR ist just a really bad railgun, while taking the same slot.

obviously a lot of methods that work, personally i just prefer the stupid & easy one. if this includes rockets, that´s even stupidier & better.


Originally posted by Dr. Rockso:
Railcannon Orbital is my go to for Cannon Turrets.


throwing range.
same problems like the 500kg.
best way of doing it, but long range aggro (or ECM) might happens and then you´re f_cked.
Last edited by [SCZ]Celestrian; Feb 29, 2024 @ 8:27am
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Date Posted: Feb 29, 2024 @ 7:43am
Posts: 13