HELLDIVERS™ 2

HELLDIVERS™ 2

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Konithir Apr 10, 2024 @ 7:41am
Turrets are freaking useless.
They can be destroyed, run out of ammo or deactivate after 2-3 minutes of doing nothing,
Kill me, my allies, my other turrets, our mechs because they don't stop shooting when rotating.

FOR EXAMPLE, POSSIBLE SCENARIOS:
You call them in middle of fight, they get easily destroyed.
You call them somewhere safe, they start shooting at something far, run of out ammo after few seconds.
You call gatling turret and it starts shooting at some robot transport or armored enemy, does nothing and runs out of ammo.
You call it down during some defensive scenario or near evacuation zone, no enemies in sight. 0 ammo used and the turret deactivates after 2-3 minutes.
Whole mission is timed, some missions are timed 12minutes. Why the hell the turret is also timed? Why I can't have 2 turrets at the same time or fortify some point for more than 3minutes?
Whole point of turret to me is that should stay there after being called down.
I can understand pretty low amount of ammo or health. I don't like how often they kill me or my allies, but I can understand. BUT TIMED LIFE? WHY?

Why would I even care to use turrets if I can use eagles to erase any enemies without that random factor if my turret will be destroyed or runs out of ammo or kills me and my allies instead?
Last edited by Konithir; Apr 10, 2024 @ 3:20pm
Originally posted by Imnuktam:
Originally posted by Konithir:
Originally posted by Kaine:

So you want to be able to stack turrets that remain until they use their ammo or get destroyed?
So what stops me stacking 10 or so on the extraction pad and reading a book during extraction? Or setting up a kill zone of stacked arc sentries and just training everything into it?

For the same reason I don't want an all enemies die button I don't want that either.

Health, Ammunition, Cooldown for a new turret, Mission time limit. Why do you need more more limitations?

Exactly, they should be just like mines. You can cover the extraction area with mines and they stay there until set off, turrets should be just the same.

People arguing against it either dont play over lvl 7 or dont use turrets at all because after lvl 7, almost no one really uses turrets at all. How is one turret that will poof the second you build another better than 4 napalm strikes. NONE of the turrets will kill as much as 4 napalms.

Turrets are basically just something fun to use on lower levels for me when I solo, when i play 7 and up, there isnt a single one aside from mortars that I ever bring and I only bring those on bots.
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Showing 151-165 of 196 comments
Vintorez Apr 11, 2024 @ 1:27pm 
Gatling for bugs, Mortar for Bots, Autocannon Sentry for both. They can wreck entire bases if placed well.
Imnuktam Apr 11, 2024 @ 1:30pm 
Originally posted by Kaine:
Originally posted by Sasha Mason:
I'm pretty sure I have seen turrets fold back in just staying idle for too long before, like mortars and autocannons that would just chill for extended periods of times and, without recently having shot something, fold back in.

You're actually wasting that turret just placing it down before enemies are around or expected to show up shortly.

So you want to be able to stack turrets that remain until they use their ammo or get destroyed?
So what stops me stacking 10 or so on the extraction pad and reading a book during extraction? Or setting up a kill zone of stacked arc sentries and just training everything into it?

For the same reason I don't want an all enemies die button I don't want that either.

What stops you is spawn/patrol mechanics.

If you sit apart from your group, you are creating more patrol spawns. If you are also sitting in a main POI like extraction, you are lowering that timer even more creating even more patrols.

Patrols will path to the edge of the map and then if they encounter nothing, they keep heading that way and basically disappear and despawn. If you are sitting in extraction trying to fill it with turrets they will instead get engaged by all those turrets, they will then breach and call in more bugs and your turret field has now spent its ammo, maybe shot each other and that breach called in a charger or bile titan which will wipe out even more of them and it only takes one to wipe out your entire line of tesla sentries.

In the end, you would honestly never do anything but create more enemies than if you had stayed with team closing all bug holes and never set foot in the extraction until it was time to extract.

Try taking both sets of mines which never despawn and doing it, you will see. My team has done it and it creates more problems than it solves.
Imnuktam Apr 11, 2024 @ 1:38pm 
Originally posted by Sasha Mason:
Originally posted by Imnuktam:

Exactly, they should be just like mines. You can cover the extraction area with mines and they stay there until set off, turrets should be just the same.

People arguing against it either dont play over lvl 7 or dont use turrets at all because after lvl 7, almost no one really uses turrets at all. How is one turret that will poof the second you build another better than 4 napalm strikes. NONE of the turrets will kill as much as 4 napalms.

Turrets are basically just something fun to use on lower levels for me when I solo, when i play 7 and up, there isnt a single one aside from mortars that I ever bring and I only bring those on bots.
Not sure I can really agree with that.
I regularly play on difficulty 7 and have two turrets in my loadout and it works out really well.
Napalm Strikes, I rarely actually see anyone use those.
People somehow always take 500kg that have pathetic kill range and the orbital laser because it basically just deletes every enemy in range for you.

Try the napalms. Since fire damage got upped they are S tier, I dont even have the 25% more fire damage that just came out and they are still insanely good.

4 calls ins and you dont even really need to hit with them, just create a wall of fire the bugs will mindlessly march through towards you and die. Not as great vs the bots, but they are one of the best things you can take vs bugs.

500k if fun and it has its uses, but its not even close. Laser is a good choice, but with only 3 per run and a decently long cool down between each use. If kills is what you are wanting them for, 2 well placed napalms will always kill more than one laser and its cooldown will have reset leaving you 2 more long before the laser is ready to fire again.
27 Apr 11, 2024 @ 1:42pm 
I have to disagree on this one, I personally use turrets in 1 super useful way. Say your being swarmed by enemies and need time to heal up a bit, what I do is drop a turret down, circle the spot until it falls, and then voilá, the turret provides temporary cover fire and you get time to breath. The only time this won't work is with motars, for obvious reasons
Last edited by 27; Apr 11, 2024 @ 1:45pm
TNinja Apr 11, 2024 @ 1:46pm 
Turrets have been carrying my solo missions so far, because you will need it when you're... alone. Great for deleting groups, especially the Hunter bugs.

But they are absolutely not very good panic options, due to them having such low health. You need to have them placed with a plan.
Also yes, they are terrible against Automatons, because the airship just aggros them to waste your ammo. Real dumb.

Now what I was not aware of was that they're timed. The ammo usually runs out before that becomes something I would have noticed I guess?
Aldaris Apr 11, 2024 @ 2:36pm 
Originally posted by Imnuktam:
Originally posted by Aldaris:
Because mines aren't turrets...

Thanks for clearing that up lol.
You said they should be like mines. Turrets are nothing like mines, so why should they be the same?
Imnuktam Apr 11, 2024 @ 2:43pm 
Originally posted by Aldaris:
Originally posted by Imnuktam:

Thanks for clearing that up lol.
You said they should be like mines. Turrets are nothing like mines, so why should they be the same?

Because they SHOULD be like mines and literally every thing else in game and not just poof on a timer. Everything in the game stays. All the weapons you call and the backpacks you call and the mines you call and the HMG emplacement, everything except the turrets.

Its no more OP for them to stay than it is weapons and backpacks. I have one buddy bring a weapon another bring a backpack like shield or Laz dog, and we all just call them down for each other making room for extra strats, then trade them off for one of the weapons that starts at POI and also never despawns if we want. How is that any less OP than a easily destroy-able turret with limited ammo that fires at things it cant even hurt or rocks with enemy on other side staying up until it runs out or is destroyed?

My above post explaining spawn mechanics shows why it would not make much dif at all or be op if turrets stayed, and in some cases, would even be detrimental if it attacks patrols that were heading off map to despawn.
Aldaris Apr 11, 2024 @ 2:55pm 
Originally posted by Imnuktam:
Originally posted by Aldaris:
You said they should be like mines. Turrets are nothing like mines, so why should they be the same?

Because they SHOULD be like mines and literally every thing else in game and not just poof on a timer. Everything in the game stays. All the weapons you call and the backpacks you call and the mines you call and the HMG emplacement, everything except the turrets.

Its no more OP for them to stay than it is weapons and backpacks. I have one buddy bring a weapon another bring a backpack like shield or Laz dog, and we all just call them down for each other making room for extra strats, then trade them off for one of the weapons that starts at POI and also never despawns if we want. How is that any less OP than a easily destroy-able turret with limited ammo that fires at things it cant even hurt or rocks with enemy on other side staying up until it runs out or is destroyed?

My above post explaining spawn mechanics shows why it would not make much dif at all or be op if turrets stayed, and in some cases, would even be detrimental if it attacks patrols that were heading off map to despawn.
Again, turrets are not likes mines, so why should they be the same?

Also you've just contradicted yourself. If it's bad to go somewhere and place lots, you're gaining absolutely nothing by making them stay. It's potentially abusable making them stay however, and is more objects for the game to keep track of.
Sp3cial1st Apr 16, 2024 @ 9:32am 
I did some testing, and turrets will automatically fold back and vanish after it's been activated for 3 minutes. This also is the same for the tesla tower. No matter if its been destroyed or not.

Also pretty cool thing i found about the tesla tower, is that against bots it's not as far fetched as you might think. First off, as long as the top part can see an enemy in range, it'll fire. The middle or bottom can be completely blocked off. Secondly it has a range of 21M, which is not bad.

And BEST of all, bots do not aim for the top part! Only the bottom where the battery is. SO if you put it behind a rock, it CANT be destroyed, by a bullet nor a rocket UNLESS you are behind the tower, as then the bots will aim for you = hit the tower. That's pretty insane as it can 2 shot devestators. Also as long as you remain prone, it cannot hurt you, unless you move while its charging. And you can spam ALT and be able to move without it having time to kill you. (prone to walk spam). Kinda want to test this on 7.
Mathias Giovanni Apr 16, 2024 @ 9:48am 
Tesla tower also can be deployed near turrets. It won't damage them. Probably more useful with bugs that melee. Also tesla tower draws in enemies. You can throw it down and throw mines next to it to draw enemies into a mine field as they try and destroy it.
Stormtempter Apr 16, 2024 @ 10:40am 
I think the reason we can have unlimited mines and HMGTs but limited turrets is just systems resource management. Mines and the manned turret are just static objects. Turrets are pawns. They have AI systems attached. Detection and action chain systems. I imagine that if they never expired sans destruction or out of ammo, you'd get bogged down by all these things constantly hogging computer processing for their threat detection and engagment monitoring.

Could be wrong, but it seems a practical reason none the less.

That is fantastic news about the tesla tower. It can be a guard dog for my turrets now.
Arjunta Apr 16, 2024 @ 10:55am 
Id definitely prefer if turrets had unlimited ammo and limited you with a timer and placing it to keep it alive
Kaine Apr 21, 2024 @ 3:30am 
Originally posted by Supa Player:
The mortar turret on defense missions disagrees
Let me guess-You dropped it somewhere random and dont understand why it isn't hitting much-apart from maybe your buddies when fighting bugs?

Well lets apply some analysis- what do we know?

1)The mortar fires upward in an arc dropping on the position the enemy are known to be in.
2) The mortar takes a couple of seconds to reach its target.
3) That might make the mortar miss!!!???!!!!

Now what should we do to account for that?

1) Slow or stun the enemies so they are still under the mortar when they land?
2) Create a choke point ambush so they have to queue to get through and get hit while queuing?
3) Visit the steam forums and tell everyone the mortar sucks?


Hmmm.....I think Ill go for......Number 3!!!!!!


Last edited by Kaine; Apr 21, 2024 @ 3:47am
Skadelige Apr 21, 2024 @ 3:35am 
I carry an autocannon turret at level 8 with robots.
Excellent at killing everyone. Yes, it can be destroyed if placed in a bad place. She can self-destruct by shooting at the wall near her.
It can be destroyed by robots with missiles in one shot.

But more often than not, my autocannon destroys a lot of heavy robots before it is destroyed.
I can't say that it's useless.

I don't like the rest of the turrets. I can also mention the mortar. It’s good
Fractal Prism Apr 21, 2024 @ 4:02am 
"i cant figure out how to make it work, so its worthless"

git gud scrub
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Date Posted: Apr 10, 2024 @ 7:41am
Posts: 196