HELLDIVERS™ 2

HELLDIVERS™ 2

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Grif Apr 1, 2024 @ 10:15am
120 & 380 mm barrage needs a rework
Most the time its team killing teammates and creates discord within the community.
Oh your teammate threw a barrage that's not gonna hit anything on the objective, now you have to sit there for 30 seconds and wait for it to be done. Its just overall not worth running when they're far better orbitals that don't inconvenience your team
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Showing 31-45 of 79 comments
Captain Furious Apr 1, 2024 @ 1:27pm 
The 120 barrage can actually do quite a bit of damage but again it’s just one of those things that isn’t worth it over something else
Soppothetoppo Apr 1, 2024 @ 1:28pm 
Originally posted by Butter Bot:
I am afraid that I have to tell you the truth, it is a skill issue


Facts
Shining_Darkness Apr 1, 2024 @ 1:28pm 
Originally posted by Anarchy:
Originally posted by Sasha Mason:
I regularly bring 120mm to bot missions and I regularly take out side objectives and outposts with it. I smell skill issue.

it is literally rng if it actually hits anything though

you have an odd definition of skill issue.
Indeed, sometimes the 120mm is amazing, other times it struggles to take out one building and 3 enemies. If luck is a skill then I guess it is a skill issue.
Sasha Mason Apr 1, 2024 @ 1:28pm 
Originally posted by Anarchy:
Originally posted by Sasha Mason:
I regularly bring 120mm to bot missions and I regularly take out side objectives and outposts with it. I smell skill issue.

it is literally rng if it actually hits anything though

you have an odd definition of skill issue.
If you end up mostly causing teamkills, it is 100% a skill issue.
Don't throw it right next to where allies are.
I bring the 120mm specifically because the area is tighter, there is next to no way that it is not going to hit most of what's around when I throw it right in the middle of everything.
Spyder Apr 1, 2024 @ 1:29pm 
Barrage Gang! Rise up!
Muhspaceaids Apr 1, 2024 @ 1:29pm 
Watch the 120mm barrage preview lmao. The shots miss almost everything in the video and hardly anything dies.

The 380 is still really bad too.

They're trash. the buffs stopped them from being an int pick. But they are outclassed by pretty much everything else.

Maybe increase their explosion radius or give at least some tracking or preference. Right now, they're being fired by blind stormtroppers.
Queltis Apr 1, 2024 @ 1:30pm 
If disruption was a thing that impacted the enemies then the barrage would be an amazing AoD tool for scattering hordes. Unfortunately that would require some extensive AI tweaks that I don't think Arrowhead will be interested in implementing.
Butter Bot Apr 1, 2024 @ 1:31pm 
Originally posted by Muhspaceaids:
Watch the 120mm barrage preview lmao. The shots miss almost everything in the video and hardly anything dies.
It was prepatch now its much more accurate
Anarchy (Banned) Apr 1, 2024 @ 1:32pm 
Originally posted by Sasha Mason:
Originally posted by Anarchy:

it is literally rng if it actually hits anything though

you have an odd definition of skill issue.
If you end up mostly causing teamkills, it is 100% a skill issue.
Don't throw it right next to where allies are.
I bring the 120mm specifically because the area is tighter, there is next to no way that it is not going to hit most of what's around when I throw it right in the middle of everything.

A. It's what I used to get the gone in 360 seconds achievement earlier, so def not
B. It's literally RNG regardless, even without scatter modifiers all the big arty barrages will constantly hit in places nowhere near the beacon, this is particularly noticable with the walking barrage that landed like 50m away from where the beacon actually was when I was playing earlier
C. I've had them miss fabricators at a near constant in tight medium bases vs bots.
D. I never even mentioned team killing and i have very few compared to most of the people I play with, only like 150-ish, I'm just pointing out it is incredibly stupid to act like skill factors into an RNG chance or not.
Shining_Darkness Apr 1, 2024 @ 1:48pm 
Originally posted by Muhspaceaids:
Watch the 120mm barrage preview lmao. The shots miss almost everything in the video and hardly anything dies.

The 380 is still really bad too.

They're trash. the buffs stopped them from being an int pick. But they are outclassed by pretty much everything else.

Maybe increase their explosion radius or give at least some tracking or preference. Right now, they're being fired by blind stormtroppers.
Like I keep saying, all they need is the barrage radius decreased so they more reliably hit things rather than cover a massive area and hit nothing of importance 75% of the time.
Sasha Mason Apr 1, 2024 @ 1:49pm 
Originally posted by Anarchy:
D. I never even mentioned team killing and i have very few compared to most of the people I play with, only like 150-ish, I'm just pointing out it is incredibly stupid to act like skill factors into an RNG chance or not.
OP has mentioned teamkilling.
My original response was towards OP.
It's a skill issue if you end up mostly causing teamkills with it.
I actually get stuff done with it and without killing people all the time.
DarkFenix Apr 1, 2024 @ 2:04pm 
Originally posted by Shining_Darkness:
Originally posted by DarkFenix:
Cooldown reduction. Something in the 120-180 second range would probably be more appropriate for the level of effectiveness we're getting here.
More shots. Few shots plus high randomness equals generally low effectiveness. If each barrage put out more firepower in the same duration, statistically they'd achieve more. They'd also look, sound, and feel a lot cooler.
In general orbitals need an approximately 30% CD reduction across the board. Eagles feel great because you get multiple strikes before a 2 minute CD but orbitals are toss one out then wait 3+ minutes to throw another (generally, their are exceptions such as gas and precision obviously) these times of course being worsened by asinine modifiers that turn the game into a waiting simulator.
Yeah, I'd feel a lot better about orbital strikes if they tended more towards short cooldowns with more minimal but targeted firepower. Like a single volley of three 380mm shells with a pretty tight grouping, but only a cooldown in the 90s range. They should also shorten the likes of precision strike, there's no way that should have a cooldown longer than 60s.

If they want to give us a long cooldown barrage attack, it shouldn't hold back, it should have an even longer cooldown but be absolutely apocalyptic within its area of effect. Let the super destroyer unleash its entire firepower all at once.
Anarchy (Banned) Apr 1, 2024 @ 2:06pm 
Originally posted by Sasha Mason:
Originally posted by Anarchy:
D. I never even mentioned team killing and i have very few compared to most of the people I play with, only like 150-ish, I'm just pointing out it is incredibly stupid to act like skill factors into an RNG chance or not.
OP has mentioned teamkilling.
My original response was towards OP.
It's a skill issue if you end up mostly causing teamkills with it.
I actually get stuff done with it and without killing people all the time.

Oh, yeah, if you TK with it, it's usually a skill issue on the part of the player running into it, though.
If you throw it bad that's on you

However anyone pretending like it's a skill issue to not wipe out a base with an RNG tool is uh
Touched in the head.
Shining_Darkness Apr 1, 2024 @ 2:18pm 
Originally posted by DarkFenix:
Originally posted by Shining_Darkness:
In general orbitals need an approximately 30% CD reduction across the board. Eagles feel great because you get multiple strikes before a 2 minute CD but orbitals are toss one out then wait 3+ minutes to throw another (generally, their are exceptions such as gas and precision obviously) these times of course being worsened by asinine modifiers that turn the game into a waiting simulator.
Yeah, I'd feel a lot better about orbital strikes if they tended more towards short cooldowns with more minimal but targeted firepower. Like a single volley of three 380mm shells with a pretty tight grouping, but only a cooldown in the 90s range. They should also shorten the likes of precision strike, there's no way that should have a cooldown longer than 60s.

If they want to give us a long cooldown barrage attack, it shouldn't hold back, it should have an even longer cooldown but be absolutely apocalyptic within its area of effect. Let the super destroyer unleash its entire firepower all at once.
ohhhh, yeah actually the 380 barrage fires what, like 9 salvos or something like that... maybe a 3 salvo of three shots (taking maybe 10 seconds total) in a much tighter area with 15 seconds between being able to call another, 3 calls then a 3 minute CD to refresh the count would be a better way to handle it? that way it is still a barrage, just not one that denies your squad the ability to safely enter an area for 30 seconds at a time lol.

Obviously tighter grouping too. Would even accept lower damage and explosive radius if it were more accurate/useable.

The one we have doesn't feel like a barrage, it feels like a light rain. If they want to have that long CD tighter grouping or the same number of salvos in a much shorter time frame, like 15 seconds instead of 30 (seriously when they "buffed" it they extended the duration making it fee even more anemic)
Myth Alric Apr 1, 2024 @ 2:21pm 
They are useful, you just can't approach them while the bombs are dropping. In fact, for the 380 you need to move back since unless you are on a tall hill or something, you are standing in the strike area at max throwing distance.
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Date Posted: Apr 1, 2024 @ 10:15am
Posts: 81