更好的轨道打击(Better Orbital Strikes) V2.9.0

A Mod for Helldivers 2
更好的轨道打击(Better Orbital Strikes) akl_mod_preview_image
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主要功能
轨道空爆:
单轮轮空爆射击次数 1 → 3
单轮空爆的射击间隔随机在 0.5 ~ 1.5 秒
轮与轮间隔 4 秒 → 5秒
CD 100s→120s

轨道炮攻击:
现在轨道炮有两种可选项切换
[1] [默认选项]快速装弹机
冷却时间180→60秒
内外半径爆炸范围 2.5→5 m, 冲击波 10→20 m
[2] 3联装舰炮
初始拥有3发,每过120秒装填一发,装填进度不会被射击打断
短冷却时间:2s→10s
内外半径爆炸范围 2.5→5 m, 冲击波 10→20 m

轨道加特林火力网:
现在轨道加特林火力网有两种可选项切换
[1] [默认选项]
大容量高爆弹链
冷却 70→60秒;
每轮60→100发;加特林发射弹药总数350/200→450/250;
高爆弹药 每4发一颗→每 2.5 发一颗;
爆炸伤害(仅限于高爆弹药) 350→400。
注意:增加每轮弹药数量意味着该项战备的持续时间将会变长
[2]实验性穿甲燃烧弹链
冷却 70→60秒
撞击爆炸附加Massive级火焰(G-10燃烧手榴弹弹同款)


我设置了随机的射击间隔,这使得射击效果非常炫酷,希望你能喜欢这个改动:)
当然,队友是看不到格外的射击特效的
需要注意的是,由于短时间内特效比以往多了整整三倍,可能会在低性能电脑上造成一定的卡顿

问题反馈

请提供:完整包名、游戏版本、其他 MOD 列表、复现条件,以及本次运行的 OrbitalAirburst3x.log。 日志位置:%LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs\OrbitalAirburst3x.log 状态文件:%TEMP%\OrbitalAirburst3x_STATUS.txt(第一行会直接写结论与原因) 分享日志前请检查个人信息。

感谢 CowboyBingus 的 Bingus Shared Loader 提供 addon 加载与日志基础设施; 感谢 xypwn/FileDiver 的明文 datalibrary(与游戏内存逐字节一致),本 MOD 的实体定位与字段偏移全部由它离线算出。 本 MOD 使用 DS V4.1 制作。
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Main Functions
Orbital Railcannon Strike:
Airburst attacks per salvo increased from 1 to 3
Length of each salvo's 3 shots randomised 0.5 ~ 1.5 s
Time between salvos changed from 4 s to 5 s
CD 100s→120s

Orbital Railcannon Strike:
There are currently two options for switching between railguns
[1] [Default Option] Quick Loading Machine
Cooling time 180 → 90 seconds
Explosion range with inner and outer radii of 2.5 → 5 m, shock wave of 10 → 20 m
[2]3 Combined naval gun
Initial possession of 3 rounds, reload every 120 seconds, and the reload progress will not be interrupted by shooting
Short cooling time: 2s → 10s
Explosion range with inner and outer radii of 2.5 → 5 m, shock wave of 10 → 20 m

Orbital Gatling Barrage:
There are currently two options for Orbital Gatling Barrage
[1] [Default Option]High-Capacity HE Belt
Cooldown 70→60 s; impact blasts ignite Massive-grade fire (same flamechain as G-10 napalm; proven in-game). Pick one belt.
Cooldown 70→60 s;
60→100 rounds/salvo;
HE every 4→2.5 rounds;
bullets 350/200→450/250;
explosion 350→400.
Attention: Increasing the number of ammunition per round means that the duration of this combat readiness will be longer
[2]Experimental AP-Incendiary Belt
Cooldown 70→60 s
impact blasts ignite Massive-grade fire (same flamechain as G-10 napalm)

I set a random shooting interval, which makes the shooting effect very cool. I hope you like this change:)
Of course, teammates won't be able to see any special shooting effects
It should be noted that due to the three times more special effects in a short period of time compared to before, it may cause some lag on low performance computers

Problem Feedback

Please provide: the complete package name, game version, list of other mods, reproduction conditions, and the OrbitalAirburst3x.log from this run. Log location: %LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs\OrbitalAirburst3x.log Status file: %TEMP%\OrbitalAirburst3x_STATUS.txt Please check your personal information before sharing your blog.

Thanks to CowboyBingus for providing the Bingus Shared Loader, which offers addon loading and logging infrastructure; Thank you to xypwn/FileDiver for their plaintext data library (which is byte-for-byte consistent with game memory). The entity positioning and field offsets for this MOD were all calculated offline using it. This MOD is created using DS V4.1.
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Uploaded by
Arisu
Downloads
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Comments
64
Views
8,530
First release
Last update
Platform
PC 
Version
V2.9.0
Total Size
199.2 KB
Rating
5.00 star(s) 3 ratings

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5.00 star(s) 3 ratings

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Latest updates

  1. Content update

    Added a track Gatling firepower network
  2. oops! I forgot to upload this version

    I made some balance adjustments and attempted to fix the hud display bug of the railgun, but it...
  3. Balance restoration

    Noticing that the railgun and orbital airburst are too strong, a certain degree of weakening...

Ammo875

Members
Members
Sep 13, 2026
43
15
I generally disagree with the latest increase in the cooldown for both of the railgun options. previously it was serviceable (not bad, but not great either; still significantly better than how weak it is in vanilla) in either mode (quick loading or ready rack), while still needing an additional red stratagem to have reliable anti-tank coverage.
now it's much less reliable. you can balance the mod as you see fit though if the latest versions remain with the increased cooldown compared to previous, i think i will use old versions of the mod instead
 

Arisu

Modder
Modder
Members
Sep 17, 2026
104
26
I generally disagree with the latest increase in the cooldown for both of the railgun options. previously it was serviceable (not bad, but not great either; still significantly better than how weak it is in vanilla) in either mode (quick loading or ready rack), while still needing an additional red stratagem to have reliable anti-tank coverage.
now it's much less reliable. you can balance the mod as you see fit though if the latest versions remain with the increased cooldown compared to previous, i think i will use old versions of the mod instead
Everyone has different opinions. In my idea, the orbital combat readiness is a strong, wide-ranging, and long CD readiness. However, after several tests, the previous short CD was clearly too strong, which allowed the orbital airburst and railgun attacks to seamlessly connect attack waves and deal with various units. This has violated my original intention of "creating a more balanced combat readiness". Therefore, I have chosen to increase the CD, which is a slightly clumsy method (perhaps needs to be weakened from other aspects, I am considering it)
However, no matter what, as long as you believe that the MOD has given you a reason to use the enhanced combat readiness, it means that the purpose of this MOD has been achieved, even if it is not perfect
 

Ammo875

Members
Members
Sep 13, 2026
43
15
Everyone has different opinions. In my idea, the orbital combat readiness is a strong, wide-ranging, and long CD readiness. However, after several tests, the previous short CD was clearly too strong, which allowed the orbital airburst and railgun attacks to seamlessly connect attack waves and deal with various units. This has violated my original intention of "creating a more balanced combat readiness". Therefore, I have chosen to increase the CD, which is a slightly clumsy method (perhaps needs to be weakened from other aspects, I am considering it)
However, no matter what, as long as you believe that the MOD has given you a reason to use the enhanced combat readiness, it means that the purpose of this MOD has been achieved, even if it is not perfect
I just wish there were red stratagems that could keep up when a bug breach spawns 4 or more chargers. i play by myself on high difficulty and i am generally dissatisfied with how in vanilla, red stratagems do not keep up with how many heavy units spawn (either, the red stratagems kill the unit, but go on cooldown for too long; and aren't available when the next one shows up; or the stratagem has a lot of uptime but fails to effectively kill the unit).
it feels tedious that i must bring the "proper" support weapon to not be oversaturated with heavy units.

playing with the previous version of the mod, even with its enhanced statistics, orbital railcannon still required one other red stratagem (i personally used an enhanced orbital precision strike with a faster cooldown and call-in time) to maintain good coverage, but overall was just about barely good enough together with an assistant to keep heavies at a manageable population. but still not enough that i could use a support weapon incapable of dealing with chargers or greater; i still relied on support weapons with heavy penetration at a minimum, but it was better than demanding anti-tank weapons.

that's why i feel, in my opinion, that the increased cooldown in the latest version is more of a bother than an improvement.
it's also my opinion that teamplay is more unbalanced than any one powerful piece of gear, so it's more important that there is a consistent power level when playing alone rather than assuming that people are stacking the same equipment.
 

Arisu

Modder
Modder
Members
Sep 17, 2026
104
26
I just wish there were red stratagems that could keep up when a bug breach spawns 4 or more chargers. i play by myself on high difficulty and i am generally dissatisfied with how in vanilla, red stratagems do not keep up with how many heavy units spawn (either, the red stratagems kill the unit, but go on cooldown for too long; and aren't available when the next one shows up; or the stratagem has a lot of uptime but fails to effectively kill the unit).
it feels tedious that i must bring the "proper" support weapon to not be oversaturated with heavy units.

playing with the previous version of the mod, even with its enhanced statistics, orbital railcannon still required one other red stratagem (i personally used an enhanced orbital precision strike with a faster cooldown and call-in time) to maintain good coverage, but overall was just about barely good enough together with an assistant to keep heavies at a manageable population. but still not enough that i could use a support weapon incapable of dealing with chargers or greater; i still relied on support weapons with heavy penetration at a minimum, but it was better than demanding anti-tank weapons.

that's why i feel, in my opinion, that the increased cooldown in the latest version is more of a bother than an improvement.
it's also my opinion that teamplay is more unbalanced than any one powerful piece of gear, so it's more important that there is a consistent power level when playing alone rather than assuming that people are stacking the same equipment.
Anyway, I admit that reducing CDs is not a very mature approach. I came up with a temporary solution just because I found that the combat readiness was too strong. Perhaps we should consider other aspects (such as adding a 15 second short cooldown?). In short, CD weakening will be modified and adjusted in another way in future updates, rather than the so-called "increase CD" Arrowhead like balance
 

Sert3t

Members
Members
Sep 28, 2026
8
2
Airburst orbitals are invisible to the party members, i think the first version was visible to everyone
 

Arisu

Modder
Modder
Members
Sep 17, 2026
104
26
Airburst orbitals are invisible to the party members, i think the first version was visible to everyone
No, regardless of which version, as long as teammates have not enabled this mod, this effect will not be visible. It only modifies the local effect and does not send additional data to other aircraft
 

rowger

Members
Members
Sep 21, 2026
30
14
this mod is kinda heavy according to mod watchdog, idk why even when im not bringing any orbitals its there adding lag
 

Arisu

Modder
Modder
Members
Sep 17, 2026
104
26
this mod is kinda heavy according to mod watchdog, idk why even when im not bringing any orbitals its there adding lag
Because this is different from the modification methods of other mods, my attempts to optimize performance always result in mod failure. The good news is that at least it did not cause significant performance issues and I am looking for new ways to optimize it