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 46-60 of 196 comments
Game of Thrones Apr 10, 2024 @ 12:35pm 
A turret with an autocannon is an absolutely meta stratagem that can be used on any faction at any difficulty. Everything that the topic starter wrote is nonsense. Yes, a turret with an autocannon is not included in the pool of “obligatory top 4” stratagems of the game, but it is certainly in the top 6-7 and can certainly be taken on the 4th slot. (If there are only 3 stratagems, then it is not recommended).

Plus against robots, a turret with an em-mortar is a very useful thing. Not exactly “meta”, but definitely a tier-1 choice, for sure.
Gatling is not bad against bugs, you don’t have to take it, but if you take it, it does its job.
Last edited by Game of Thrones; Apr 10, 2024 @ 12:36pm
Vinyltavia Apr 10, 2024 @ 12:38pm 
Turrets are like Obi Wan Kenobi.
Give them the high ground and they out in the work.
Positioning is everything.
Give your slower moving turrets a funnel to compensate for its lack of turning and put your main spray MG turrets at the front. They're the first to get targeted by chargers and biles.
donut32 Apr 10, 2024 @ 12:43pm 
autocannon cranks hard. stop throwing them into the middle of 20 enemies.
OldWhovian Apr 10, 2024 @ 12:48pm 
Originally posted by Phishfood:
they need to do something about corpses having infinite HP, like your turret kills a bug, there's a bug behind that one too but it'll keep wasting bullets on the corpse until the live bug walks through it. After a certain amount of damage the corpse should be be shredded instead of just staying there.
I fully agree. The turret's targeting decision tree needs an improvement. You can place it perfectly and watch it shoot a rock for an extended period because a tiny bug is behind it while it ignores an army marching in the open directly at it. It's silly
Qua2ar Apr 10, 2024 @ 12:51pm 
There are only 3 turrets that are worth anything: Both mortar turrets and the autocannon turret. If they survive and get to spend their ammo, they offer great value.
Last edited by Qua2ar; Apr 10, 2024 @ 12:52pm
Khal'cynee Apr 10, 2024 @ 12:52pm 
twin mortar is so good against bots.
a lot of ammo, kill everything, almost no ff as long as you avoid mele fight, wich is easier with bots, no needs of direct sight, enormous range of fire.
just set them near a base, they will kill everything without taking any risk, and you can even do other stuff while they kill, like objective and gathering sample, its just amazing.
Katitoff Apr 10, 2024 @ 12:54pm 
Rocket turret lolstomps devastator swarms.
Gattling and tesla obliterate bugs.
Mortar and EM mortar are amazing vs bots.
AC turret deals easily with everything heavy.

If you fail with turrets, you might want to stop throwing them inside enemy swarms.
Mikail Apr 10, 2024 @ 12:57pm 
They are good on killing missions, otherwise they are not worth on open fields.
Roy Apr 10, 2024 @ 1:00pm 
EMS mortar is one of the best stratagems to have vs bots at hazards 7 to 9, it gives you a LOT of room to breathe and flank and it stays pretty long despite it's short cooldown.

Gatling sentry and EMS are fantastic against bugs, i'm not a fan of autocannon or rocket sentry myself but i guess they're alright.

Mortar sentry is one of the deadliest stratagems, but very contextual as it goes both ways and can easily teamkill.
G-Yuki Apr 10, 2024 @ 1:03pm 
Skill and positional issues. If you're smart put them in a spots that give them a good vantage spot and cover, and never stand next them. As for friendly fire you and your teammates are expected to have a brain and never be in it's direct firing line.
Both Mortars are good at dealing with bots if you place them in a good hidden location away from you so they won't notice it first. If you combo them together they can clear an army of them. The larger turrets are good for sniping armored targets too when you place them at a safe distance from the robots and bugs.

Oh and don't forget the upgrades to them make them last much longer in durability and ammo.
Last edited by G-Yuki; Apr 10, 2024 @ 1:04pm
Konithir Apr 10, 2024 @ 1:12pm 
I think most of you guys haven't read anything beside title.
12InchParadise Apr 10, 2024 @ 1:13pm 
Absolutely a skill issue
Konithir Apr 10, 2024 @ 1:20pm 
Originally posted by 12InchParadise:
Absolutely a skill issue
Desire for turrets to not disappear after 3 minutes without being destroyed or used any ammo is a "skill issue" and "gid gud".
Yeah.
Kalas Hydra Apr 10, 2024 @ 1:23pm 
Originally posted by Qua2ar:
There are only 3 turrets that are worth anything: Both mortar turrets and the autocannon turret. If they survive and get to spend their ammo, they offer great value.
the gatling turet is actuali really good vs bugs , each deploy is like 20-35 kills (asuming theres no charger in 50 km radius)
Frostbeast Apr 10, 2024 @ 1:27pm 
I really love them against bugs on Helldive. Quasarcannon + 3 sentries. Sometimes, i cannot resist and pick the Mortar. But its not that bad anymore. Most players know how it works.
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Date Posted: Apr 10, 2024 @ 7:41am
Posts: 196