Understanding the Orbital Cannon Mechanics
The orbital cannon's effectiveness can vary depending on several factors, including angle, distance, and enemy movement. The trajectory of the orbital strike is influenced by your position on the map, with shots coming from where your ship is located [2:1]
[2:3]. This means that closer to the edges of the map, strikes will come at a sharper angle, while near the center, they tend to come straight down
[2:5]. Additionally, the orbital rail cannon might target different enemies than intended due to its semi-random nature
[2:2].
Choosing the Right Targets
Using the orbital cannon effectively involves selecting appropriate targets. It has shown mixed results against various enemies, sometimes instantly killing titans but failing against chargers [2]. It's generally more effective against stationary or large targets like bug nests or breaches
[5:4]
[5:9]. Players have noted success when using it to clear out enemies before engaging in heavy nest fights
[5:4].
Alternatives and Strategies
If you find the orbital cannon unreliable, consider other stratagems like the walking orbital barrage, which offers more consistency by firing in a straight line [5:2]. Eagle strikes, such as Cluster or Napalm, provide better accuracy and are recommended for focused attacks
[5:6]. Some players prefer airburst for dealing with smaller enemies due to its lower cooldown
[5:3].
Team Coordination and Usage Tips
Effective use of the orbital cannon often requires good team coordination. It's crucial to avoid friendly fire, as the cannon can inadvertently harm teammates [5:7]
[5:8]. Communicate with your squad about when and where you're deploying the orbital strike to maximize its impact and minimize collateral damage.
By understanding these mechanics and strategies, you can enhance your gameplay experience and make the most out of the orbital cannon in Helldivers 2.
I use the autocannon religiously; there is rarely ever a mission I drop into without one. Since the ministry of science was able to engineer the autocannon to deploy flak rounds, I have rarely ever found a reason to leave it behind. Not all divers share my appreciation for this weapon and so rarely provide reloading support, which is fine, I've become very adept with reloading on my own.
Although as we're progressing through the first mission in this operation for the recent successful defence of Achernar Secundus, one of my squadmates runs up to my right side and starts reloading me while I'm laying down heavy flak fire against the fascist terminid swarm. His autocannon ammo pack likely picked up from a fallen hero deployed from my super destroyer, the beautiful SES Blade of Eternity.
From that point on, this helldiver was at my right side for the rest of the operation. Not a single bug, armoured or otherwise, was able to leave their breach hole without being blasted apart by the combined democratic power of heavy armour-penetration, flak rounds and teamwork. After the first wildly successful mission I offered to let Mr King Jingles take a support weapon of his choice while I supplied him with ammo, but he said he was happy to continue his role.
And so, we completed the next two missions with ease. He had his eye on me and where I was aiming at all times, lining up if I drew my autocannon, staying at my right side, leaving it only to deploy stratagems or resupply his ammo pack. If a disgusting bug got close, he'd use his stalwart MG to rip it to shreds. If he spotted a heavy bug, he'd tag it and supply my autocannon with ammo while I stunned it with armour-penetrating rounds until it stopped moving entirely. Not a single terminid enemy was able to stand against us.
So Mr King Jingles, thank you for your support. You deserve double scenery appreciation time in your next mission. Happy diving.
I fucking love the Autocannon, and I love to hear stories like this of actually teamwork and respectful randoms
The autocannon to me is a swiss army knife. The recent change that allowed it to stun heavy enemies with the APHET rounds makes it so easy to keep chargers in place for an eagle strike or an orbital precision strike. It's flak fire into bug breaches or the underside of a bot drop ship makes enemy reinforcements almost trivial. I love it.
Yea I started using it because I was sick of not being able to effectively counter Hive Guards of all things with my Sickle. Now that I have the DESickle I switch between it and the Quasar Cannon, but the Autocannon is still one of the best support weapons in the game
I personally prefer my autocannon to be duel wielded while in my bright orange mech suit
Team reload is so good when used properly. There’s something magical about essentially unlimited ammo in a heavy weapon
It's like THE core mechanic that carried over from the first game.
Battle synergy: the core to every good memory.
Hell, you don’t even have to be backpack bros, if you can be the bullet hose and cover another guy who is doing recoilless or quasar, you’ll be their friend forever. Especially when you give them supplies from your supply pack.
This. I run the RR almost religiously. Having people see me aiming at the Bile Titan, and use their MG43 or Stalwart to keep the bugs off my ass is AMAZING! Those people get TOP priority if they are being chased by a big bug. Sorry D3, but A4 covered my ass early on, so the Charger on A4's ass gets killed first before the Bile Titan bearing down on you.
Sometimes it shot off the head of a titan causing an instant kill, and sometimes it can’t even kill a charger.
Is this just about luck or is there any secret technique?
sometimes the orbital rail will choose a strider instead of a hulk standing right next to it so its a bit rng too
means sometimes it wont shoot the biggest target
Angle depends on the position of your destroyer. Look in the sky and wherever your super destroyer is that's where the orbital comes from, so you want the bile titan facing that direction
Thank you, kind sir. I always thought everything in the sky is just background never knowing it actually works.
Distance also affects it. If you're straight under it comes straight down, if you're near the map borders it has a heavy angle (this applies to all orbital strikes)
Most shots, comes from where your ship is placed on the map.
So, unless you are able to calculate some advanced path map calculations, then it will be mostly luck.
It’s just too much, terrain, enemy movement/posture, angle, distance and that long ass cool down. It’s just not worth a slot I guess.
Me, I use it all the time. 50% of the time, it works every time :p
I mean, it works 90% against the charger. 95% against robot factories, and sometimes against the titans. That is good enough odds for me, when it recharge anyway.
As with all Orbitals, angle matters. Depending on where you are on the map, trajectories can differ. Closer to the edges things will tend to come in at a sharper angle, and nearer the center things will tend to come straight down.
With something like the rail cannon, even though the laser marker is over the enemy they can move in such a way that it allows for a miss or a grazing shot it seems. It's almost random, at least in terms of player agency affecting the outcome.
All that to say, the physics simulation in the game actually allows for non-100% chance of your stratagems doing what they say on the tin, and I think that's amazing.
I get it realistically wise, but that would just make me choose other strats over this one once I realize how unstable the performance is.
Did we all post the same text within min of each other? I am sure I checked before I started writing.
Haha, could be but I didn’t see your text tho. Mine was posted four hours ago.
real talk if you ain't doing this to the basic Reinforce and 500 you're not diving enough.
True story, never use the 500.
But I can certainly drop a 380 before anyone knows what hit em.
Or your teams are good and don't die often.
Have fun till it last coz THE ORDER IS OURS! Time to celeb...
I mean liberation od another planet.
Etho!
I have a stream deck and a plugin that adds helldivers 2 stratagems so it’s just a button to call them in, it’s sweet.
Whats the autoloader like?
still working on it but I'm close to making fully automatic
I'd love to take a look at it, since weapon systems are the only thing I cand do reasonably well
Now stick a playground on top
I’m not familiar with Helldivers, so this reminds me instead of Marvin the Martian’s Illudium Q-36 Explosive Space Modulator
I got it because I thought I saw another play use it, when I was like lvl 4 or 5. Took out a big bug nest, or I thought it was this one. Was awesome. Just throw it down and the ship took care of it. Exceot thats not how its been going for me. 240 looked way too large while 120 seemed like the same size the player used...except this thing almost never shoots what I'm hoping for.
Now maybe it's due to the difficulty or because since getting it I've been fighting the robots. But it's been pretty underwhelming. I've had a few good results, but for the most part I'll throw it into a base and it'll be shooting outside it. Maybe I'm not throwing it deep enough?
I think the one that annoyed me the most is when I had to destroy one research building and it never did. I get it's in a general area but thought it would eventually shoot the one single building.
I imagine in higher difficulty you'll deal with bigger hoards, so maybe it shines better there. But I was hoping it would be good for clearing small bases and so far I've had maybe 25% luck on it doing exactly what I was hoping for.
I’m trying it for the objective and found it works best on bugs in nest/breaches. But it always kills me and my teamate too much so it’s annouing
Give the walking orbital barrage a try. It's a little more consistent due to the fact that instead of firing in a radius around the stratagem, it starts firing near where the stratagem is thrown and continues in a straight line in the direction you threw it. After the first couple of shots you can start advancing behind the barrage as it will continue to push forward.
If you want more accuracy, invest in the Eagle strikes, either Cluster or Napalm
I was going for the eagle strike next for sure. Cluster looks the most appealing with 4 uses and a pretty big focused area.
Would have it now but last 3 matches haven't given me any rewards sooo yeah.
So what's the point on orbital? Might go for airburst since seems good against small fries with lower cd...but also seems kinda pointless later on
Well, orbital precision has yet to leave my load out, drop it on a spawner or a breach for good results.
The rest, meh. The EMS is useful to stop chargers in their tracks, but with only four spots I find more value elsewhere.
I find them great to clear out enemies in heavy nest fights before blowing the holes.
See that's how i saw the one player use them, which like I said, haven't used it against bugs yet. Only been fighting robots since getting it. So maybe it's more useful against bugs and their nests?
Yeah, there are definitely some stratergems that do better against one faction than the other. The anti material is awesome against the robots but struggles with the bug, for example.
Killing your teammates, apparently. I never bother. It's far too unreliable.
That's how it's feeling with me. Though more just of a miss, might try it with the bug hive to see if destroys the nests like the one player did. Maybe he got lucky, but felt like he always devastated them with his orbitals
That's a big ass cannon.
A big fucking gun.
Large projectile chucker
When you're over a bot planet sometimes you see super destroyes get annihilated when looking out the bridge windows, this may be the cause
Or the railcannon that also was leaked
Referenced in files as "content\objectives\obj_cyborgs\cyborg_orbital_cannon"
Also included with Gunship to scale.
Special thanks to thejudsub (from Helldivers Archive) for figuring out the texture business
Strange it says cyborg and not automaton
"Cyborg" is the internal codename for the Automatons, like "Bugs" for Terminids.
It's a common occurence for the internal names to not match the actual name of the thing, since the latter is subject to change during development.
i wonder what caliber that is. If thats the gunship next to it then thats like easily 800mm or sum
“I wont miss”
"All or nothing!"
This cracked me up, the hulk shooting at the end lol.
I mean... It's probably a very realistic portrayal of the stratagem.
The same can't be said for those preview videos in the ship panels that show the helldiver gunning down a tonne of scavengers with a heavy machine gun for example. They're mostly incredibly incorrect portrayals of how to use the stratagems properly.
The gravity should pull rockets and grenades down, causing them to hurt themselves (or a Helldivers that's WAY too close.)
Grenades definitely, though I think the speed of rockets would just put them at a downward angle instead of straight down
looks like an Ultramarine Dreadnought to me.
Peak realism
Does it always end in me getting shot in the head with a rocket?
Because I already have stratagems that do that. In fact, they all do that 😉
It reminds me of the gravitational weapon from Gantz. The idea is really good 👍
I was thinking of the Corkscrew from Armed and Dangerous
It is one of my favorite weapons in any media ever. It's such a cool concept and it's the first thing I thought of too lol
This is stunningly good concept art
Thank you!
Railcannon and Laser should be grouped together. Limited uses with 60s cooldown. 4 for Laser, 8 for Railcannon. Give a ship upgrade that increases all limited use stratagems +25% more charges. Have Railcannon instant kill any enemy Bile Titan or Hulk and lower.
Boom problem solved, for both even.
Yeah and orbital bombardment on helldivers compared to 40k is just unfair. 40k orbital bombardment disintegrates planets while helldivers create a big explosion and just leaves a small crater
It really should be like 20-30 seconds longer than the OPS. Its only real draw is the autoaim and even that's a bit finicky. idk if it's been buffed but the last time I used it it wasn't reliable for killing bile titans or factory striders at all. It's basically there to delete hulks and chargers.
and in that respect it's inferior to EATs.
Eh helldivers orbital bombardment is a tactical asset, versus the strategic asset it is in the other sci-fi settings.
Literally the entirety of Halo's story comes about because the Covenant enjoy a massive advantage in space, and can spam orbital bombardments to completely skip over any ground fighting, with the Halo games mostly taking place in the few times they need to actually take a ground objective. When humanity doesn't get its shit kicked in around a planet's orbit, you can see a bit more use of orbital strikes as a tactical asset. See Halo Wars and using ODST squads supported by MAC rounds for a perfect prototype of helldivers.
Warhammer 40k is... yeah, the entirety of the setting is there to justify cool dudes in power armor fighting each other with swords. Orbital strikes absolutely get used, it just tends to be a thing that instantly ends a battle as entire cities get vaporized by macro cannon rounds.
Air Raiders: I call in the orbital lasers whenever I want to talk to the crazy lady on the radio.
So just like DSS v1 orbital bombardment
Helldivers 2 upgrades be like: "By spending 7000 common samples and 5600 rare samples and more Super Samples than you can actually have at one time, we can install an autoloader instead of having the crew EVA to reload your cannons so you can call in your Railgun 5% faster! Only the best for Democracy!"
Helldivers 1 upgrades be like: "Gimme 5 samples and a chicken sandwich and we can cut that cooldown shit in HALF!"
EDF!!!! Helldivers orbitals and airstrikes are child's play compared to the ridiculous nukes u get in EDF lmao
lol, the number of times one of us has tossed out a railcannon strike that targeted something tiny because someone else killed the heavy...
The other day I watched as my Railcannon Strike obliterated a Nursing Spewer as the whole team got wiped by the Impaler right next to it. Good times.
I managed to kill the same guy twice with unaimed railcannon strikes. Once even through a building.
They should give it like, 2 or 3 charges on separate rotating cooldowns. As if they added more railguns to the super destroyers but each one still needs that cooldown.
I honestly cannot understand. It is literally the only stratagem (if we do not take into account mechs) that has limited uses per mission. Why? What is the point? It has a cooldown of 5 minutes. Five! You cannot spam it without CD like you can with an eagle, where CD is like 10 seconds.
I cannot understand. Why AH artificially limit us?
Because it's so damn powerful. If we had orbital lasers with a cool down similar to other orbitals it would be so overpowered that most other orbitals would be largely irrelevant.
The only down side to orbital laser is that, on the bug front, it'll lock on to Chargers and Bile Titans while simultaneously being suboptimal at dealing with either of them due to their armor. Over on the bot front though, the laser can literally sweep through and destroy most of a large outpost.
It's a cost-reward thing. You bring an extremely powerful stratagem, but you're sacrificing a slot that can provide you with a more consistent output. It's a fair price considering how powerful an orbital laser is when you're not just dumping it like an oh-shit button.
I think the orbital laser is very well tuned.
Yeah as someone who often forgets I have stratagems I found the orbital laser really good and hardly noticed the usage limit. I'd drop it on the large outposts or sometimes on the objective and then if I had one left at extract I'd use it there too. Now that I know it has a limit I've taken the 380 barrage a few times for command bunker missions, but it's way less consistent and more dangerous, you can't just run into the outpost while it's being shelled like you can with the orbital laser.
If we had orbital lasers with a cool down similar to other orbitals it would be so overpowered that most other orbitals would be largely irrelevant.
Don't you think that all other orbitals are just trash? Laser is one of few orbitals that are ok in comparison with an eagle. Precision strike is nice, but it has cd of 1 minute. New Gatling barrage is ok for bugs, but again, it has CD of 1 minute.
You can take an eagle, and do much more with it, and it is not limited.
ive used each orbital effectively. if it does shooty damage, ive held down entire waves for a period of time while i can rotate, gas ive used to strategically kill objective zone denial or large wave thats being slowed damage over time combined with fire or plasma shotgun damage to keep them gaining damage over time. smoke along with eagle smoke to throw in between me and robots after weve identified where they are or during a shitstorm to cover escape
The newly buffed orbital gattling is awesome on bugs. We play lvl 8 mostly and I just throw it on top of breaches, regularly getting 20-40 kills. And with the short cooldown it feels like it’s always ready to go.
That's just not true though because an Orbital Barrage can wipe out bases as well, with about the same effectiveness. It being a party trick of clearing out Bot bases isn't even unique to it and with no functionality outside of that, let alone on the bug front, that's not very well tuned at all. The cost of using your strategem slot for 3 extremely limiting uses when you could just have an unlimited use Barrage for every base, not just 3, makes no sense.
It doesn't need to be 3 minutes but it also doesn't need to be limited. Orbital Barrages can deal with bases on both the Bots and the Bugs in addition to dealing substantial damage when they hit. The tracking on the laser can be wonky and if a Tank or Hulk are present in the base, which they often are, that will eat up a lot of the duration of the laser so the consistency of where the shells hit (which has been proven to be a pattern, not RNG) tends to just kill a base regardless.
Both the Barrages and the Orbital Laser also can one shot sub-objectives. Granted the laser is more consistent for the Detector tower but that's the only real edge case as Mortars and AA in particular are really easy to wipe out with orbital barrages.
A lot of bug players here I guess. Because this thing is insane against bots. Absolutely wrecks everything not a factory strider, extremely generous tracking, moves to a new target after killing its current one, and lasts a long time. An amazing panic button when you’re overwhelmed, too.
Without the 3 use limit and long cooldown it would be overpowered.
I agree the orbital lazer is great to wreck a base that has turets and tanks inside or Like you said it can be used as panic button to clear an escape route for you.
That! A panic button. I always facepalm, if someone uses it on an outpost, without much going on (Does not apply to blitz-mission. There, it makes sense to go in and out!).
It is an amazing "OH SHIT!"-button.
I guess, one could be like, that the intense heat of the laser, causes the mechanism to melt, after 3 uses, requiring extensive maintenance, or something?
Kinda how the shoulder Las burns out the heatsink, if you aren't careful.
Because people spammend it in an infinite loop. When the 3 uses weren't there, 4 people with orbital lasers just deleted everything. One Person throws his Laser, then the next one and the next one and the next one. When the 4th player finished, the cooldown of player 1 ran out and the circle started again.
It's a balance decision and it's a good one. So you have to think about what are you gonna delete from existence. I only use the laser on bot commando bunkers missions.
What are you talking about, it's always been at 3 charges? At you referring to HD1? That is a completely different game with completely different stats and completely different conditions where you could stack the same stratagem in your own slows anyway so one person could've been the orbital laser battery.
In this game, with these conditions, it is not any stronger than an Orbital Barrage at best with only the party trick of deleting some Automaton sub-objectives slightly better.
You mean an auto aim strategem like the orbital Railcanon strike that has unlimited uses?
Inspired by the Traitor Barrage, launches 120mm shells on the Helldiver’s position, barely slow enough to outrun. Throw this down and run like hell (preferably into the enemy base. If the user dies, the barrage will continue to pummel their corpse.
"Command? Fire on this beacon until it stops moving or you run out of ammo."
I’n of the mind that AH shouldn’t have listened to the soft majority completely. There should have been an option to have kept the DSS to fire with impunity.
This is how the abusive balancing cycle of the Eruptor started. AH listening to players who whined too much and adapted too little.
Equips Heavy Armour with Fortified passive
Runs into heavy base
Throws Martyr Barrage
Throws Shield Generator
WE LIKE TO PARTY
Add Martyr armor, and the portable hellbomb just in case
Give me the 50/50 armor, gamblers stay winning
It continuously explodes just close enough to knock you over but far enough to deal a minimum of damage
Sort of.
The DSS on launch didn't specifically target you, it just shot blindly into everything.
The traitor debuff is more like this post, since it focuses on you
that is the traitor stratagem
Get a car, get traitor status, drive around the map clearing all enemies and let your allies finsih the missions.
Request for Broken Arrow approved. It's been an honour, Helldiver.
I wish I finished reading the comments before I spent 15 minutes trying to figure out the origins of the term and if the understanding is rooted in fiction or real military scenarios.
Then again I'm not - that was a cool read.
To name a stratagem after the name we give for an unexpected event in regards to nuclear missles is a brilliant idea XD
*By joining the heroic Helldivers, a citizen relinquishes the need to obtain any form of personal consent.
How to use the orbital cannon in Helldivers 2
Using the Orbital Cannon in Helldivers 2: Key Considerations
Unlocking the Orbital Cannon:
Calling in the Cannon:
Targeting:
Timing:
Strategic Use:
Communication:
Takeaway: The Orbital Cannon is a powerful tool in Helldivers 2, but it requires careful targeting and timing. Use it strategically to turn the tide of battle, and always communicate with your team to ensure everyone is on the same page.
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