Mistake to point out in the video folks - eagles DO NOT have a finite number of uses in a mission! My apologies - thank you to those of you who pointed this out. What are your favourite Orbital Strikes? Sound off in the comments below! If you're looking for more tips and tricks to own it up in Helldivers 2, check out this next video: th-cam.com/video/Vso9gQwRbrE/w-d-xo.html LIVE on TWITCH at 7PM GMT - www.twitch.tv/phaseshifterlive
It surprised me when I first found out that Eagles have unlimited rearms; it makes a lot of these orbitals seem much less powerful. For example, why bother with the precision or cluster strikes when an eagle can do the job just as well, on a short call in, 3 times every 15 seconds... and then go rearm with a cooldown similar to one orbital? Am I missing something? Seems to me the devs need to look at the balance between these two "trees" of calldowns.
Yea really important to know eagles are unlimited. I'd argue eagle cluster probably best value strike available. 4 drops with low cooldowns, instant drop and you get them all back in similar time as heavier orbitals. Personally it's a loadout lock for me.
You forgot one aspect of airburst that I love: It's very quick and easy to call in, only requiring three presses right to activate it. It's by far the most simple combo in the entire game, and it becomes a major boon on higher difficulties when you really don't have time to play Dance Dance Revolution.
I haven't tried the air burst strike yet, but I'll have to give it a shot in this case. I use the eagle strafing run for this same reason. Also BBRRRRRRRTT
Eagle strikes are not limited per mission, they’re limited per strike. The difference between Eagle and Orbital is delivery method. The Eagle strikes are being dropped by a ship (the Eagle 1), while your Orbital strikes are being dropped directly from the Super Destroyer itself. Those limited uses on Eagle strikes are limited by a refueling cooldown for the Eagle 1 ship that has to return to the Super Destroyer to refuel after it’s used its limited amount of strikes. After that refuel though those ‘limited’ strikes reset and the Eagle 1 ship returns and you can use them again. Just thought I’d point that out for anyone confused like I was initially that was wondering why you’d ever choose limited over unlimited strikes.
the tooltips/explanation in the game definitely suck. Like, how much total ammo do the weapons actually have? It's a really basic important piece of information that's missing.
Each gun has a capacity which is generally how many rounds are in the mag. The only thats left in the dark is how many magazines come with each gun but its usually anywhere between 5-7 from what Ive seen so far but could be higher magazine counts but haven't seen them yet @GameFuMaster
The eagle is a superb tool as it can launch its strikes with short delays. The airstrike is highly powerful and it can fire this twice within 15 seconds (!) before it needs to fly back to the destroyer in orbit. It will return with 2 more strikes after 2 (?) minutes. In other words: 1. you have unlimited uses 2. you have two distinct cooldowns: the first is used as long as you still have ammo in the fighter jet and the second is to rearm the fighter completely. What makes this really ... strange is that you have just one fighter, but you can still bring different eagle-based attacks. Each attack has its own ammo count, but the eagle fighter will not rearm until you command it to rearm manually or you fired ALL of its ammo. That means: if you spend your 2 airstrikes but still have 3 of the 0-second-delay MG strikes, it will _not_ reload the airstrikes automatically until you have fired your 3 MG strikes or command it to rearm in orbit. Rearming means that it rearms all its weapons. Eagles allow for very short responses and have very powerful attacks. But they need to be planned tactically, especially if you bring more than one eagle stratagam.
Yesterday on a Bile Titan hunt mission, our orbital rail cannon guy got stepped on before he could call it in. I only had orbital precision strike at the time, and even then I only took it on that mission as a backup. After he died, I panicked and immediately called in my precision strike just in front of the titan and started firing at it to get its attention. Thanks to the power of civilian donations and liberty, the shot landed right on top of it for the kill.
I'm pretty sure if you can throw far enough you can just stick beacons outright on most enemies. Bile Titans are pretty big though, so the range that you could reasonably do that is pretty darn close to the range that you are going to get obliterated.
@@senseishu937the orbital laser tracks and kills bile titans. I hear it takes 7 around seconds, but if you're using other weapons it'll be much quicker
@@senseishu937 Only blue strikes fall on the beacon, the red ones fall where you throw them, even if the beacon got carried away. Edit: That's why a resupply pod is actually also a precision strike. 😂
You may already have this. Here’s a video concept I think the community would eat up: Solutions. Lairs/factories … which strikes and orbitals and support weapons will defeat them? Heavies … which strikes and orbital and support weapons will defeat them. Breaches/support flares … which will handle continued spawn waves? People are looking for loadouts with versatility. There will be clear overlap as some of these things will handle a larger variety than others. I see a lot of people unclear on if a given strategem will actually do what they need. Dropping an orbital or eagle on a heavy lair that has no chance of defeating the lairs themselves when the mobs have already been horde cleared out. I see the same thing with the mission where you need to destroy buildings and people call in strikes and orbitals that may kill allies and also have no chance to demolish a building.
Yo! Great comment - thank you for sharing this - I've seen people comment on these videos saying these were the sorts of things they found pretty helpful so your thoughts make total sense! :)
@@ikee2000 not that I know of. For bug holes and factories use something like …. Frag, high explosive, impact, incendiary grenades Grenade pistol Eruptor primary Quasar, EAT, auto cannon, recoilless, grenade launcher support Orbital precision, 120mm, 380mm, walking barrage. I think orbital smoke/ems will take one out if it lands right. Eagle airstrike, 500k Mech rockets Some of that is better than others. Airstrike is better than 500kg. 120 is better than walking or 380 without the tier 4 module, and with the module 380 is better. Eruptor is great. Grenade pistol is solid (bad to combine with eruptor) Mech rockets and EAT, and recoilless are terrible to use for these because they do SO much more damage on other targets. Quasar is solid just because it regens.
@@ikee2000 best breach options are things like …. Any grenade, incendiary is best if fire works. Grenade pistol Plasma shotgun, eruptor, crossbow, dominator primary. You want AOE damage ideally. Don’t waste ammo. Flamethrower, arc thrower, any machine gun support weapon. For drop ships, obviously knock the ship out of the sky with spear, recoilless, EAT, quasar. Any sentry. Rockets, ems, mortar, auto cannon are best. For Gatling support it by helping with bigger targets to save its ammo. Napalm is the best eagle if the fire works. If you’re on difficulty 9 and there are 3+ breaches adjacent cluster is good. Most of the time cluster, airstrike, and 500k are equal. Except cluster is still the worst because of the extra danger and it has such a limit on what it can do. Only airstrike and 500k do anything meaningful to heavies. Mech works. But, be careful chewing through ammo. The mech is worth more than a breech or two. Airstrike orbital is huge, gas is supposed to be good, but it’s not working right (surprise!). 120 and 380 can work well if multiple happen in the same space.
@@opfragilethey are absolutely not fine, not at all. For the daily 120mm challenge I went on a bug mission, went to large nest, kited enemies into a huge group over the course of a few minutes, and then tossed the orbital. Out of 50+ enemies it killed 3. THREE. that is an unacceptable level of inconsistency/impotency. Anyone bringing the 120/380 to missions beyond 5-6 (and even then) is throwing.
They're meant as objective clearers, not necessarily add clearers. 380 Mike is great for taking out large nests areas with 8 or 9 bug holes. It requires an understanding of what the objectives will be that you'll be facing in order to maximize their usefulness. They also require knowing how to break agro because they aren't great for killing adds being able to not get overrun is crucial, and having an objective specialist is just as helpful as someone committed to add clear. Or they are great for resetting the battlefield when things do get out of hand like the walking barrage, but also need you to set up the enemies and knowing how to line them up is huge.
I always take at least one orbital strike, usually the laser for when enemies start overwhelming the team. I also love the precision strike, despite being a beginning one, its versatility is amazing, I love using it to clear smaller encampments/nests.
If you like the precision, try the Gatling barrage, it's surprisingly effective with just an 80 second cooldown and and a very short deploy time, half of the precision iirc
@@cavemanbonk8320 does that one kill heavies though? I have it and I used it for clearing waves and nests before going in, but I never used it on a heavy target.
Did you know: You can figure out the locations of all side missions upon dropping into a map?? Look at the big red blobs on the map overview before dropping in. When you drop in, that usually denotes bug holes and factories. But on the overview, side missions have the same appearance as medium outposts. When you check again after deploying, the tactical objectives blobs will have disappeared, subtly revealing the locations of each one to those that paid attention.
You can also find out hidden side objectives while you're already in the mission as well. Pinging suspicious looking locations on the map often works out in discovering them. It doesn't show up on the map when you do this but it does show the objective on your compass for as long as you have it pinged. Things like the SEAF Artillery are almost always extremely visible on the map's actual topography that once you know what it looks like, you'll have trouble missing it again. When I drop in one of the things I do first is carefully scan my map to see if I can see a cannon somewhere. (The best way I can describe what to look out for is two octagon-looking structures next to each other. That's the SEAF Artillery cannon and then the cargo pad next to it where you often find shells.) Edit: Paying close attention to the way points of interest actually look on the map is extremely useful in being able to find things without having to have the POI or objective marker. Not every side objective or POI is going to be as obvious as the SEAF Artillery but usually you can see it on the map and be like "hmmm, this looks like it could be something"
The precision strike is the most basic option, and i use it all the time. It can one shot a bot factory and recharges quick, so its great for quickly taking out small outposts as you run by
Yep. Also tends to kill bosses easily if you drop an EMS on the first. They can't move and the precision wrecks then. Precision and orbital EMS are pretty short recharge. Only gripe is that the precision isn't fast enough on cool downs if bases are close together, or there's more than one factory in a base. Cool down is 100s, which is 1:40. You destroy a factory and have to wait almost 2m to kill the other one, or another somewhat nearby. Otherwise it's extremely versatile and quickish reload if you land it consistently.
I’ve been watching a bunch of your other helldivers videos and I really like how you genuinely describe all the positives of every strategem rather than just saying everything other than railgun/shield/breaker is worthless like I tend to see a lot around the community, keep it up :)
I find depending too much on orbitals in my loadout is kind of risky. The advantage to eagles is they can be used multiple times before their charges expire with a short few seconds cooldown between before going for a reload. While orbitals are stronger eagles are faster and get multiple shots. The best combination for me is a mix of eagle and orbitals especially against the automatons which have anti-air which blocks eagles sometimes. That way if my eagles are rearming I can still use orbitals etc.
My counterpoint would be that eagle strikes are so popular and players so Gung ho about throwing them, it's better to bring something not already covered
True but with randoms its probably good to only count on your own stratagems, in a well organized and coordinated squad its best to have a little bit of everything@@LevattWolfheart
@@chitin122 While true, you can see what everyone is bringing with them, and there is so many options it's wasteful to bring unnecessary redundancy just because other player may not use it (which I've never seen, if people bring strategems, they want to use it) Bring a backpack and a support weapon. That's 2 spots taken. Ems Mortar is amazing. Shield Gen is incredible. Gatling barrage, airburst, gas, and ems orbital are great for doing similar jobs over a time frame. You have so many options. It just doesn't make sense to limit due to fear of bad teammates.
something that i think folks should also point out when using strategems is rebinding the strategem input keys to the arrowkeys and setting the menu bind to PRESS instead of HOLD, being able to sprint and call support is INSANELY gamechanging
I'm actually a huge fan of the gas strike. Namely because 1, it's a quick and simple stratagem code (right, right, down, right), so you can punch it out really quickly. 2, it's deployed relatively quickly. 3, it recharges really fast in comparison to a lot of the other stratagems. 4, while it's not super major, the gas deals damage to every enemy that isn't a static target, if it doesn't land on it, and when they initially take damage they usually will stagger from it. You can use it to take out bug nests and factories if you land them on the weak spots, but the gas will inflict damage to chargers, bile titans, tanks, and hulks the same as soldiers and scavengers. It's just the smaller ones have less health, so they die faster. Those points combined, this makes it a great choke point (no pun intended) asset and also it's really useful if you're needing to retreat from an ever growing horde. They're going to go straight at you. Throw it just a little behind you and they'll run straight into it. I believe, I'm more certain with the 380mm than I am with the 120, that the 380 and 120mm barrages will actually hit the marker on their last strike. So if you want to take out 1 target (like a tower) and you pin the beacon on it, you're going to get explosions all around it, sure. But I believe the very last shot will come down onto that beacon, meaning it'll absolutely hit the tower. So something to consider when throwing them into nests or bases. You can go center point to hope to get the holes or factories hit or you can guarantee at least one with the hope that the others will get hit.
Gas must be my favorite since I never launch without it. It's quick reloading, damages everything mobile (although doesn't finish big things), and is perfect to cover retreats, choke points, and incoming patrols. I tend to be lacking in the general clearance department with most of my other choices, so gas is my almost always available get out of bad situations needing a clearing card. 120/380 are great for absolutely wrecking enemy bases. 380 especially leaves basically nothing but cratered ruin. DON'T BE NEAR IT GOING OFF THOUGH. I throw it and run the other way because I can't throw it far enough to be out of danger. (Maybe improved throwing arm?) What's not clear to me though is what's strong and weak about each. They have the same cool down but 380 seems to be much bigger. Thus I prefer 380 but sometimes use both just so I can sorta have it 2x with their massive cool downloads. There's probably a way that each are better for different situations but tbh Idk what yet. It just seems to me like the bigger 380 is better, just run like aych ee double hock stick after you throw it.
orbital artillery also create bigger craters to push the bots with all their machine gun fire. the walking barrage is great to set up pushes into large bot outposts to force them out of their machine gun placements and cover
The reason the community feels orbitals are meh isn't because they are bad in their own but because there are very few situations an eagle isn't better. A lot have a cooldown time only slightly shorter than rearming an eagle but that advantage is negated by the fact that the eagle gets 2-5 drops before going on cooldown per munition
yeah, with like a 8 sec CD in between usages, allowing you both more accurate coverage and versatility. If you didn't end up using all of your charges, you can manually rearm and prepare for the next big thing
@flakcannon722 I used to use it a lot but not so much any more. It's so slow at killing things that there is almost always a better option. The only time it really shines is if your squad dedicated 3-4 slots and uses them all at once during a 4 minute extract. Otherwise dropping 2 500kg or 5 cluster bombs will do you better. Most of what the laser can do the eagle can't can be covered by sentries or just primary weapons.
@@nip3004 laser is great on bot missions cause you can walk up to the walls of a base, lob an orb over the wall, and the laser will clear it out for you. Much less risk than trying to go in yourself, and a lot more consistent than 500 kgs which sometimes kill multiple fabs, sometimes they kill none. As a unit killer though, I'd agree, it's generally worse than the 500 kg.
After trying to make the gas strike work for some time, I've come to realize it is at it's maximum power when used EXCLUSIVELY for bug breaches. It's 70 second cool down means it is up basically every time you encounter a bug breach while roaming on the highest difficulties. Wait for the orange smoke, pop it on that exact spot. I've gotten 40 kill streaks from the gas on bug breaches countless times. It saves so much hassle and allows you to kill the bile titans and chargers without having to worry about the scavengers and hunters. Only one guy on the team has to take gas and it'll make but breaches far simpler and less time consuming.
Oi mate. Eagles are unlimited too. They have just a different mode. The usage count is the number of usages before eagle needs to head back to rearm on the ship. WIth full ship modules you can deliver 3 Eagle Airstrikes with 10 sec delay between them and then the ealge needs to ream.which take ~180sec minus bonuses. So 3 mins later you can have 3 airstrikes again.
I "drill sergeant"ed the rest of my squad (perk of being the first to play), the first thing I drilled into them was *"KNOW YOUR STRATAGEMS,* each strat is unique and has a use, some are more versatile than others but all are useful, know where it hits, know what it brings, know how long it take to call in and how long it lasts, know when to use it and what to use it on and when it comes to support weapons, don't hug them, supply your team mates, it's dumb for all to have the same support weapon/backpack in their loadout, you're down there so long you're going to have plenty of call ins, and while you need to be mindful of where your teammates are when you call in AoE strats, you also need to be mindful of where team mates call one in, they might have done a danger close without knowing. *KNOW YOUR STRATAGEMS, ALL OF THEM"*
Best use my squad has found for the barrages (walking, 120, and 380) are opening up a fight on the larger bot outposts. If you pair 2 of those together and maybe even throw in some infantry clearing ordinance, it’s a great way to deliberately soften the target. Definitely not an accurate strike but in a large target rich environment it works great. Keep on spreading managed democracy helldivers!
Completely agree with your love of the precision strike. Its also an incredibly short pattern to make it an easy emergency delete button. I would say the biggest drawback is opportunity cost - it's great to have, but is it worth 1/4 of your stratagem slots when you could bring something that does each of the roles it fills better like an airstrike/rocket Eagle, a sentry, etc. I think it's a credit to the game designers that most every stratagem feels really good on its own, and the balance becomes one of opportunity cost and synergy.
The Orbital HE Barrages are rather inept with the extremely large danger close deployment and lacking AOE (making them inconsistent) that's long/clumsy to use, lacking any practical utility compared to the other relatively subdued Orbital Stratagems. The Airburst, Gatling, EMS, Gas, and others have way more flexible timings and usage without necessarily endangering your squad. If one's aim is to soften up OBJs to make em easier to breakthrough? Use the Eagle Stratagems, especially Cluster Bomb: massive AOE with multiple uses between rearms and quick call-in strikes for even more damage. Takes out most of the defenders with relative ease while you can mop up the rest. Airstrike on the other hand is fantastic for accurately and efficiently removing Outposts, really good for getting them done and out of the way.
The only one of the orbital HE barrages that's worth taking (in my opinion) is the walking barrage. And the only two reasons would be its relative predictability, and its reach. This thing can reach out and strike objectives up to a 100 m away from you, and it can double as a means of drawing agro away from you. That said, I'd still take the airburst and/or an eagle strat over it in almost any situation.
It's nice to hear that orbital laser do damages to heavy armor this time... Because in HD1, it's just a beautiful glowing pillar in HD1. Not to mention the long cooldown. Although bummer for orbital railcannon strike for its long cooldown. Because it is definitely one of my most favorite orbital stratagems in HD1. It's lethal (though it only strike a single target one time), unlimited, and short cooldown. I usually bring two of this in cyborg mission.
380mm Barrage has become my go-to for command bunker missions. Sneak your way up to a base to the best of your ability, pray there is no jammer nearby, toss in the stratagem, run like hell, and watch the fireworks. On average (as far as I’m able to tell) it’s about 3-4 explosions until you get the objective completed notification. But I can’t stress enough that communication is key for this tactic, so tell your squad your intentions and pray they’ll listen before they get turned into Helldiver soup.
After 100 or so missions it seems eagle rearm time is based on how many eagle strats the player has, making just the airstrike alone can rearm every 2 minutes, so, 2-3 strikes every 2 minutes compared to using 120 barrages
Eagle strikes are not limited either. You have 2-3 uses with just a few seconds cooldown, after that the gunship will go and rearm for a few minutes, and then return available again!
Another thing that I would love to see is safe distance. From my own experience, the 120mm barrage has a 50m safe distance, meaning that if you hover over the beacon (and it wasn't moved) and it shows 50m - you're safe.
Gas strike has two great benefits: it does a small blast on landing that can take out nests and fabricators, then a 70 cooldown time is phenomenal. Great for area lockdown spam.
The barrages need to auto target objectives or large targets to be effective, also Im fairly sure aoe damage is broken rn, so as soon as its fixed orbitals will be more equal to eagles
Orbitals are not broken. You need the ship module upgrade that makes the explosion hit the entire area, not just the center of the strike. It's a level 2, so it's pricey.
I actually like gas strike. it seems to do the same job as airburst for me, just locking down a choke point, and bugs in particular run right through it and often just die. EMS pairing is probably great but i wouldn't waste a second slot just to combo it. I tend to toss it when i'm being chased by a horde, or on top of a bug breach or choke point and it takes quick work of the trash and softens up some of the more beefy boys.
I've been using gas extensively against the bugs. Because their breaches have a very visible location that's visible in advance, it makes it really easy to throw some gas down on them in advance, typically landing right on time as they actually emerge. It then kills most small bugs, and slows and weakens the larger ones. Is a massive help with efficiently shutting down breaches quickly, and it rearms quickly enough that you nearly always have it ready again for the next such moment. Having such a frequent and effective use case for it, meant it felt very worth while, and the slot was never just sitting unused. ALSO - Whilst this may be temporary, and is probably something of an exploit, the Gas currently does NOT deal friendly fire damage to team mates. It only harms the person who threw it. Which makes it an incredibly safe option to bring and use agressively, even deliberately tossing it onto your team to save them from being swarmed. Team mates will still audibly cough, and I'm not sure if there's any other slow or disruption, but are unharmed. It will kill the player who threw it super fast though, so beware. ( Also don't expect randoms public players to know or understand this.) Against Bots, I've not had as much success with it. It's harder to be sure exactly where the dropship is going to land until it's already there, and the bots don't seem as fazed by it as the bugs do. I've watched destroyers just walk through it without much apparent issue. ( I'm sure they're weakened, but does feel less worth it compared to other options.)
I just enjoy having fun with a good mix of cluster orbitals and cluster eagles. Then run my pack generator and railgun. Solo running stealth missions. Just run in, bomb, clear, do the objective then call in my strikes to clear everything coming in. We all run laser orbital and I think the bomb strikes are just too much fun and we’ve cleared out huge areas of bugs with 4 380s Flashy and fun level 7+ missions.
I typically use the Walking Barrage when forcing our way into bases followed by a team blitz or through enemy patrols. Mostly it works great when retreating, throw it at your feet while facing the direction you need it to go, and as long as your team in running in the opposite direction 9/10 results.
A solo load out for mid levels that I enjoy includes the EMS barrage and an AMR. Works really well with bots and is a great way to get hulks and devastators to hold still for an eye shot. An airburst takes care of the rest.
For me personally, I love the railcannon. I am usually the one on horde clear duty, so our two anti-armour people generally have the railcannon, and it has made our lives so much easier. Do a bit of work, and it can be really useful in an emergency due to the automatic targeting and very small AOE
Loving these videos mate. Honestly tiding me over until the servers get updated and we can play again. Keep the content coming - great vibes, great info, great vids. ❤
the smoke orbital is underrated and I often run into people surprised how useful it is VS automatons it helps break LOS to finally disengage much better than foliage and it reduces accuracy when you're in a cqb skirmish amidst the smoke. its massive for survivability in many ways
remember to watch out for any obstacles in the way of certain strikes, like the railcannon. If there is a building in the way, it'll hit that instead. look in the sky, memorize your own ship and you will be able to figure out if it can or cannot hit a target.
I really like being speced in Eagles, Strafing run is nice, safe and fast to cast in a pinch. You get 4 of them... Alot of people overlook it.. But I love the airstrikes and Rocket pods.
Eagles are my favourite as well, i often bring Clusters, Rocket Pods and Strafing runs/500kg Bomb along with a Autocannon or some other weapon. They are consistently useful
Since the buff to the 380 and 120 barrages that tightened their spreads up I've absolutely been taking them when I need to decimate some bases. The cooldown is still a bit brutal, and the eagles are still king in Blitz missions but the heavily armed Automaton bases get destroyed to the point you rarely need to worry about it for the next 30 seconds if you throw a 380 in, if you toss a 380 and a 120 though the base might as well wave goodbye.
Eagle airstrikes don't have a usage limit. They did in the first game, but not in Helldivers 2. They have a rearm time, where the Eagle returns to the Destroyer to reload its ordinance. It's also a shared cooldown. So if you have multiple Eagle airstrikes equipped, and you use all of one type, you can either use up all of the other(s) to automatically begin the rearm timer, or trigger it manually with a contextual strategem that appears when your airstrikes are not at full capacity.
I have been using the Walking Barrage, 120mm, and 380mm together and just walking up to the big nests and absolutely shelling them. Very rarely one nest will survive it all. And even then there are typically no bugs left. Individually they dont clear the bugs out all too well. All together they tend to flatten the area in my experience. Just the sound and smoke cloud alone make it worth it though.
Did this twice for the first time yesterday, you can get the precision strike to land on the head/face of a bile titan and it will one shot it. If you wait for when it’s ready to puke throw it and then dive out of the way. Kinda have to be a medium distance so the arc of the throw catches the upper part of the head.
You mention the walking barrage pattern, its based on map location vs angle of your ship. Hard to work out in a pinch but if you have the jump on them its easier to figure out & plan
Yeah I made mistake there. I misinterpreted how they worked as I read the tooltip for the ship module as it gives an additional rearm. This made me assume there was a limit to them 😔
my personal favourite kit on stratagems for Automaton missions are the Walking Barrage, Orbital Railcannon and then the energy shield backpack paired with the railgun. Aye, its a high level kit, but it works wonders The Barrage can clear the way for an assault, or cover a hasty retreat The railcannon takes out big targets - be they hulks (or dreadnoughts as my fireteam calls em), quick deletions of camps on the way back to evac or nasty AT turrets the shield.. fuck the shield.. its saved my ass so many times i cant imagine going into that clanky hell without that lovely thing. and the railgun 1-shots the walkers, and even dreads so long as you aim for their little head. Or 6 shots if you just shoot them normally. It can also 2 shot the heavies (devastators, of any type) regardless of where you hit em. Dont even need to overcharge it. as for weapons, the regular sniper (not the counter sniper but the first one you unlock) is great for silently picking off distant targets. The machine-pistol works good for when you find yourself out of ammo and hooo boi the impact grenades make short work of anything getting too close for comfort - this includes 2 (or even 1 if you get a lucky hit) shotting tanks and AT turrets. ...they are a pain for throwing down Fabricator vents though, but its still possible. You get the hang of where to hit them soon enough. all in all, its fitting for a heavy-hitter with a slightly more tactical approach to things. My fireteam handles the other duties like AOE, defense and anti-air. vs bots, i also HIGHLY recommend someone coming equipped with the UAV Recon Booster, especially if you go more tactical. Its a lifesaver to see them coming from much further away on the map.
fun fact the gas strike can also act like a precision strike if the rocket is right on the target, ive used it more than a couple times to kill the last nest when i was out of explosives
Stumbled across a great way to use the barrages by doing one of the trophies. There is a trophy for having six barrages going on at the same time. It was VERY effective on the base we dropped it on haha! Now sometimes we stack 6 of them between 3 members, they also run railgun and the shield backpack. The utility they have is just destruction incarnate. The 4th runs mortor sentry, autocannon or gatling sentry, cluster eagle and shield backback. Most bases you only need to wait and then wander in and grab the samples 🤣
I run a LAS engineer build that uses the las-scythe,machine pistol, impact grenade, laser cannon, rover, EMS mortar, and orbital laser. The ems mortar keeps things stuned at range wile orbital laser sherds heavy enemies and me and my rover kill any stragglers. Its good fun!
Maximized use for Gas Strike: Wait for a terminids breach to be announced. When it is, count 8 seconds (around this time the juicy targets come out) and toss it so that the breach itself is within the AOE effect but the centre of the strike is offset in your direction by some metres. Secondary use: cover your disengagement if in dire need. You're welcome.
It typically run into every game with the following three strategems: Eagle Airstrike: Lots of splash damage, perfect for clearing out an outpost or secret stash quickly while blowing up buildings too. Orbital Precision Strike: Nice to have a precise shell or two to call down while the eagle is on cooldown. Great for popping buildings, tanks, and if you time it right you can delete EVERYTHING the automaton dropships drop of the moment they all land. Also good for staggering hulks and giving you some breathing room. Sometimes I replace this with the Eagle 500kg bomb. Orbital Laser: This is basically my "oh shit" button, especially in higher difficulties. Tons of incoming enemies? Patrols, dropships, and a heavily defended outpost? Multiple hulks closing in. I call this in when I need EVERYTHING to be deleted without risk of missing. Anything these don't deal with or miss, my trusty autocannon can handle!
at 6:16 i laughed at the irony of you saying how "if you think on your feet you can cover a retreat", only for you to obliterate your teammate with a cluster strike.
@@PhaseShifter if you want another team hazard weapon to do a video on, the arc thrower in my opinion is very slept on. infinite ammo, penetrates all armor, can break off armor for more weak points, and can travel very far if arcing through enemies and bodies of enemies. its only real downsides are that it's incredibly easy to kill teammates, kinda buggy sometimes (wont target enemies too close to you or slightly obscured by rocks), and you might also get arthritis from the arc spam.
Yo! I appreciate that so much mate. Bit annoyed because I got a point wrong in this video but nothing to do about that now! Really glad you're enjoying the content so much! I'll be chilling tonight for sure!
@@PhaseShifter Yo, I don't even OWN Helldivers 2 yet (my pc got wrecked when my loft flooded, but my dogs were fine and no one got hurt so it's really not that big of a deal), and yet I subscribed specifically because I found you through via Hell2. Did you ever play the first one? I was completely smitten with it! 😍😅 I was late to the party with that one, so the numbers of fellow 'Divers on PS3 (yup, that's how long ago that was) was slim pickins, but I ended up falling in with a really solid group and eventually unlocked/upgraded/maxed literally everything. Wow, those were some fun times. ... So, did you ever check out the OG?
@@SlimRhyno yo don't worry about the long comment! I didn't play the first one much at all but what I did play I enjoyed a lot! I'm glad your family were not injured! Hope you get a new rig soon!
The precision strike is ol' reliable, especially as someone that runs impact grenades and railgun (formerly autocannon). It wipes out small automaton posts instantly
I like the railgun strike, because you can throw it any where and not worry about friendly fire. It does bother me that it can't kill titans most times however. Though to be fair, it is usually so damaged that a single grenade will finish it off.
The Eagle's arent really capped at 3. You can just use them 3 times before they need to re-supply. Meaning, their overall usages per mission can be way above the unlimited orbitals.
for the 120 and 380 i beleive the safe spot from them are at closest maybe 50-60 meters away from the center point and i think it would be helpfull to know the average closest you can be to each of the stratagems. did testing earlier for the tesla tower that at 22 meters is where you will be able to be targeted and have not seen anywhere of anyone saying where the unsafe range is for it and just say dont take it as its just a team kill. just learn to keep your distance and save your stam, circle around it and let it take out anything coming at you
Consistency wise Eagles are so much better than Orbitals due to the amount you can use at a time (it's unlimited in the game, then the airship refuels/rearms at the ship for the longer cooldown, coming back for 3/4 more uses) as opposed to being used once in 3 minutes.
you shouldnt have too many eagle strikes equipped without an alternative. when you rearm the eagle manually, you cannot use the other eagle strikes. when you dont rearm the eagle, you may be out of a certain strike that might be useful later. you will have to manually rearm and wait for the cooldown, whereas if you have a mix of eagle strike and orbital strike equipped, you always have an option available to you.
@@Tacdelio I think the suggestion should take into account which ship modules are in effect. If you only upgraded the eagle, it might still be better to rely on it only.
Thank you! I was wasting materials on sentries which are kinda useless in harder difficulty. Maybe if you get a good placement on mortar sentry far away from enemies, that's worth bringing (especially the EMS one to slow enemies). Time to go grab more materials!!
Makes me think we're heading towards a community-driven player archetype/class meta - Control, Anti-Tank, Assault, Support. Where it makes sense to bring certain stratagems for your role. I'd like to see more team setup vids, over solo builds.
The only reason I'd run the orbital airburst OVER the eagle cluster strike is when I'm reloading the eagle for missle pods (hbig boi killer) and I don't want all my strategems to be down but even then a 2 minute timer for a smol AOE is dog shit
Some orbitals can be dropped in front of enemy lines, then you fall back and let the enemy walk into the danger zone, before charging the enemy once they’ve been tenderized by the orbital.
whats your opinion on the orbital smoke vs the eagle smoke? both seem pretty similar other than eagle comes down faster and has more frequent uses, just wondering if you had anything else thats different?
I love the -idea- of the Orbitals, but the Eagles are so much more flashy. Lucky for me, the folk I usually play with love using Eagles. Can't say I've used the Airburst much, usually just EMS and Gatling. I'll have to give it a try! I should give the Precision Strike another go as well. It didn't feel as good early cause it kept missing, but as you said positioning is key with it; I'm probably better with that now, so I can use it better. Just unlocked the Laser, will need to test that out. Looking forward to unlocking the Railcannon to just delete larger enemies as well!
Don't sleep on the Precision strike. When you manage to bait a Tank, Hulk, Charger or Bile Titan into it, feels amazing. That and with the low cooldown it can be real strong with some practice.
The precision strike is the best orbital stratagem available. As a lvl50, Haz9, everything unlocked, pro player I mostly use it. It kills everything and half a titan and has a short cooldown. You just need the skill to use it.
In defenses I like to use eagle strike and eagle cluster, but in normal missions I like orbital airburst and precision strike, relatively consistent cooldown and reliable. Although after the ship upgrades I also really like the toxin and gatling. Finally I really like the napalm eagle when playing bugs. The railgun I stopped using cause of the 4 minute cooldown, too long for my taste.
@@PhaseShifter Same, I never used them and then learned they had a cooldown after all uses of all eagles you are carrying. I think each eagle needs it's own cooldown or manually rearm each on that has nothing left
@@Pall_Bearmasher it was the ship module that gives additional rearms that threw me. The way I interpreted it was that it there was a finite number of rearms and it added one
Barrages are not trash when used by the right person. I spec into them. And the amount of times my walking barrage took down a titan during a running retreat. Invaluable. Party starts running away. Throw barrage at my own feet. By the time it starts dropping. The titan is in a perfect line behind us. It is a guaranteed kill.
To be fair, Walking Barrage is only good one as it's most predictable with the salvos. 120 just doesn't do enough damage and rarely hits. 380 is just too random. Walking one is 380 that you can expect to hit certain areas in relation to your call down beacon.
15:00 I may be wrong but I am like 90% sure the EMS Orbital doesn't actually do anything to Bile Titans. You can sort of see it at 15:12. Still very good, Just don't count on it for Titans.
Well spotted! Unfortunately it didn't, it just didn't take the first shot! I talk about this moment later in the video when discussing the rail cannon. Basically, if your rail cannon acquires the wrong target, if you have a squad mate playing something like the autocannon, they can shoot the target its picked instead, it will then switch to a new target. Discovered it by accident and we've managed to replicate it a couple of time - very difficult to do in the heat of battle though!
I like the gatling barrage. Cooldown is short enough that you can throw it on just about every bug breach / bot drop you come across. Better against bugs due to so many armored automotons but still not bad
Mistake to point out in the video folks - eagles DO NOT have a finite number of uses in a mission! My apologies - thank you to those of you who pointed this out.
What are your favourite Orbital Strikes? Sound off in the comments below!
If you're looking for more tips and tricks to own it up in Helldivers 2, check out this next video: th-cam.com/video/Vso9gQwRbrE/w-d-xo.html
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It surprised me when I first found out that Eagles have unlimited rearms; it makes a lot of these orbitals seem much less powerful. For example, why bother with the precision or cluster strikes when an eagle can do the job just as well, on a short call in, 3 times every 15 seconds... and then go rearm with a cooldown similar to one orbital? Am I missing something? Seems to me the devs need to look at the balance between these two "trees" of calldowns.
Yea really important to know eagles are unlimited. I'd argue eagle cluster probably best value strike available. 4 drops with low cooldowns, instant drop and you get them all back in similar time as heavier orbitals. Personally it's a loadout lock for me.
Agreed re cluster! It's BUSTED!@@cuylerreynolds9525
@@PhaseShifter With upgraded ship module you get +1 after rearm, per rearm, you can get 2 500kg bombs in like 3 minutes? lmao
@@Matrix32451 also epic! Eagles really are the premier choice!
You forgot one aspect of airburst that I love: It's very quick and easy to call in, only requiring three presses right to activate it. It's by far the most simple combo in the entire game, and it becomes a major boon on higher difficulties when you really don't have time to play Dance Dance Revolution.
Very good point!!! Right right right WALLLLOOP
DDR 😂😂😂
Them gta cheats tho
Does the airburst call in 3 bursts by default or is it 2 and then 3 with the barrage upgrade?
I haven't tried the air burst strike yet, but I'll have to give it a shot in this case. I use the eagle strafing run for this same reason. Also BBRRRRRRRTT
The barrage has 100% accuracy. It always hits the ground.
So true!
PINPOINT ACCURATE!
Never had it miss a planet yet
TRUE
Not when it hits me 😂😂😂
Eagle strikes are not limited per mission, they’re limited per strike.
The difference between Eagle and Orbital is delivery method. The Eagle strikes are being dropped by a ship (the Eagle 1), while your Orbital strikes are being dropped directly from the Super Destroyer itself. Those limited uses on Eagle strikes are limited by a refueling cooldown for the Eagle 1 ship that has to return to the Super Destroyer to refuel after it’s used its limited amount of strikes. After that refuel though those ‘limited’ strikes reset and the Eagle 1 ship returns and you can use them again.
Just thought I’d point that out for anyone confused like I was initially that was wondering why you’d ever choose limited over unlimited strikes.
the tooltips/explanation in the game definitely suck.
Like, how much total ammo do the weapons actually have? It's a really basic important piece of information that's missing.
Each gun has a capacity which is generally how many rounds are in the mag. The only thats left in the dark is how many magazines come with each gun but its usually anywhere between 5-7 from what Ive seen so far but could be higher magazine counts but haven't seen them yet @GameFuMaster
Hang on - I thought that there was a finite number of rearms per mission? Thanks for pointing this out!
@@GameFuMaster Correct me if I'm wrong but you can see the ammo number if you hold down the square/r (reload button), no?
The eagle is a superb tool as it can launch its strikes with short delays. The airstrike is highly powerful and it can fire this twice within 15 seconds (!) before it needs to fly back to the destroyer in orbit. It will return with 2 more strikes after 2 (?) minutes. In other words:
1. you have unlimited uses
2. you have two distinct cooldowns: the first is used as long as you still have ammo in the fighter jet and the second is to rearm the fighter completely.
What makes this really ... strange is that you have just one fighter, but you can still bring different eagle-based attacks. Each attack has its own ammo count, but the eagle fighter will not rearm until you command it to rearm manually or you fired ALL of its ammo. That means: if you spend your 2 airstrikes but still have 3 of the 0-second-delay MG strikes, it will _not_ reload the airstrikes automatically until you have fired your 3 MG strikes or command it to rearm in orbit. Rearming means that it rearms all its weapons.
Eagles allow for very short responses and have very powerful attacks. But they need to be planned tactically, especially if you bring more than one eagle stratagam.
Yesterday on a Bile Titan hunt mission, our orbital rail cannon guy got stepped on before he could call it in. I only had orbital precision strike at the time, and even then I only took it on that mission as a backup. After he died, I panicked and immediately called in my precision strike just in front of the titan and started firing at it to get its attention. Thanks to the power of civilian donations and liberty, the shot landed right on top of it for the kill.
I'm pretty sure if you can throw far enough you can just stick beacons outright on most enemies. Bile Titans are pretty big though, so the range that you could reasonably do that is pretty darn close to the range that you are going to get obliterated.
@@nickrl113it doesn't track though unfortunately. Wish it did. Tried it a couple times on chargers and the strike hits where you first landed it
@@senseishu937the orbital laser tracks and kills bile titans. I hear it takes 7 around seconds, but if you're using other weapons it'll be much quicker
@@senseishu937 Only blue strikes fall on the beacon, the red ones fall where you throw them, even if the beacon got carried away.
Edit: That's why a resupply pod is actually also a precision strike. 😂
You may already have this. Here’s a video concept I think the community would eat up:
Solutions.
Lairs/factories … which strikes and orbitals and support weapons will defeat them?
Heavies … which strikes and orbital and support weapons will defeat them.
Breaches/support flares … which will handle continued spawn waves?
People are looking for loadouts with versatility. There will be clear overlap as some of these things will handle a larger variety than others.
I see a lot of people unclear on if a given strategem will actually do what they need. Dropping an orbital or eagle on a heavy lair that has no chance of defeating the lairs themselves when the mobs have already been horde cleared out.
I see the same thing with the mission where you need to destroy buildings and people call in strikes and orbitals that may kill allies and also have no chance to demolish a building.
Yo! Great comment - thank you for sharing this - I've seen people comment on these videos saying these were the sorts of things they found pretty helpful so your thoughts make total sense! :)
@@PhaseShifter definitely need this info. The ingame tooltips are hot garbage and its been a painful trial and error
This is the info I was looking for when clicking on the video. Does this video exist these days?
@@ikee2000 not that I know of.
For bug holes and factories use something like ….
Frag, high explosive, impact, incendiary grenades
Grenade pistol
Eruptor primary
Quasar, EAT, auto cannon, recoilless, grenade launcher support
Orbital precision, 120mm, 380mm, walking barrage. I think orbital smoke/ems will take one out if it lands right.
Eagle airstrike, 500k
Mech rockets
Some of that is better than others. Airstrike is better than 500kg. 120 is better than walking or 380 without the tier 4 module, and with the module 380 is better.
Eruptor is great.
Grenade pistol is solid (bad to combine with eruptor)
Mech rockets and EAT, and recoilless are terrible to use for these because they do SO much more damage on other targets.
Quasar is solid just because it regens.
@@ikee2000 best breach options are things like ….
Any grenade, incendiary is best if fire works.
Grenade pistol
Plasma shotgun, eruptor, crossbow, dominator primary. You want AOE damage ideally. Don’t waste ammo.
Flamethrower, arc thrower, any machine gun support weapon. For drop ships, obviously knock the ship out of the sky with spear, recoilless, EAT, quasar.
Any sentry. Rockets, ems, mortar, auto cannon are best. For Gatling support it by helping with bigger targets to save its ammo.
Napalm is the best eagle if the fire works. If you’re on difficulty 9 and there are 3+ breaches adjacent cluster is good. Most of the time cluster, airstrike, and 500k are equal. Except cluster is still the worst because of the extra danger and it has such a limit on what it can do. Only airstrike and 500k do anything meaningful to heavies.
Mech works. But, be careful chewing through ammo. The mech is worth more than a breech or two.
Airstrike orbital is huge, gas is supposed to be good, but it’s not working right (surprise!). 120 and 380 can work well if multiple happen in the same space.
I feel like barrages need a buff. Their cooldown is too long and they struggle to kill anything that’s not a teammate.
They're mostly fine.. they could just use some more blast radius, maybe a little higher rate of fire, and probably a shorter cooldown, as you say
@@opfragilethey are absolutely not fine, not at all. For the daily 120mm challenge I went on a bug mission, went to large nest, kited enemies into a huge group over the course of a few minutes, and then tossed the orbital.
Out of 50+ enemies it killed 3. THREE. that is an unacceptable level of inconsistency/impotency. Anyone bringing the 120/380 to missions beyond 5-6 (and even then) is throwing.
@@RamikinHordeagreed they are horrendous. They seem to always have elite sniper accuracy on friendly helldivers though.
They're meant as objective clearers, not necessarily add clearers. 380 Mike is great for taking out large nests areas with 8 or 9 bug holes. It requires an understanding of what the objectives will be that you'll be facing in order to maximize their usefulness. They also require knowing how to break agro because they aren't great for killing adds being able to not get overrun is crucial, and having an objective specialist is just as helpful as someone committed to add clear. Or they are great for resetting the battlefield when things do get out of hand like the walking barrage, but also need you to set up the enemies and knowing how to line them up is huge.
@@gibster9624if no one is using them it doesn’t really matter what there supposed to be used for.
I always take at least one orbital strike, usually the laser for when enemies start overwhelming the team. I also love the precision strike, despite being a beginning one, its versatility is amazing, I love using it to clear smaller encampments/nests.
If you like the precision, try the Gatling barrage, it's surprisingly effective with just an 80 second cooldown and and a very short deploy time, half of the precision iirc
@@cavemanbonk8320 does that one kill heavies though? I have it and I used it for clearing waves and nests before going in, but I never used it on a heavy target.
@@eddyram4932 It can, I've seen it kill hulks, but it's best for thinning groups, still it's pretty consistent damage and lasts a while
Did you know:
You can figure out the locations of all side missions upon dropping into a map??
Look at the big red blobs on the map overview before dropping in.
When you drop in, that usually denotes bug holes and factories.
But on the overview, side missions have the same appearance as medium outposts.
When you check again after deploying, the tactical objectives blobs will have disappeared, subtly revealing the locations of each one to those that paid attention.
So that's why there's less red areas when I drop in? I noticed it, but never put 2 and 2 together, that's really good to know
So that's why there's less red areas when I drop in? I noticed it, but never put 2 and 2 together, that's really good to know
i wonder if that’s a bug they’re going to fix ?
You can also find out hidden side objectives while you're already in the mission as well. Pinging suspicious looking locations on the map often works out in discovering them. It doesn't show up on the map when you do this but it does show the objective on your compass for as long as you have it pinged.
Things like the SEAF Artillery are almost always extremely visible on the map's actual topography that once you know what it looks like, you'll have trouble missing it again. When I drop in one of the things I do first is carefully scan my map to see if I can see a cannon somewhere. (The best way I can describe what to look out for is two octagon-looking structures next to each other. That's the SEAF Artillery cannon and then the cargo pad next to it where you often find shells.)
Edit: Paying close attention to the way points of interest actually look on the map is extremely useful in being able to find things without having to have the POI or objective marker. Not every side objective or POI is going to be as obvious as the SEAF Artillery but usually you can see it on the map and be like "hmmm, this looks like it could be something"
ASTOLFO??!!
The precision strike is the most basic option, and i use it all the time. It can one shot a bot factory and recharges quick, so its great for quickly taking out small outposts as you run by
Yep. Also tends to kill bosses easily if you drop an EMS on the first. They can't move and the precision wrecks then. Precision and orbital EMS are pretty short recharge.
Only gripe is that the precision isn't fast enough on cool downs if bases are close together, or there's more than one factory in a base. Cool down is 100s, which is 1:40. You destroy a factory and have to wait almost 2m to kill the other one, or another somewhat nearby. Otherwise it's extremely versatile and quickish reload if you land it consistently.
I’ve been watching a bunch of your other helldivers videos and I really like how you genuinely describe all the positives of every strategem rather than just saying everything other than railgun/shield/breaker is worthless like I tend to see a lot around the community, keep it up :)
I'm really glad that you've been enjoying the content mate! I appreciate the feedback too! Keep on diving and I'll see you in the next one!
I find depending too much on orbitals in my loadout is kind of risky. The advantage to eagles is they can be used multiple times before their charges expire with a short few seconds cooldown between before going for a reload. While orbitals are stronger eagles are faster and get multiple shots. The best combination for me is a mix of eagle and orbitals especially against the automatons which have anti-air which blocks eagles sometimes. That way if my eagles are rearming I can still use orbitals etc.
My counterpoint would be that eagle strikes are so popular and players so Gung ho about throwing them, it's better to bring something not already covered
True but with randoms its probably good to only count on your own stratagems, in a well organized and coordinated squad its best to have a little bit of everything@@LevattWolfheart
Obtain good
@@chitin122 While true, you can see what everyone is bringing with them, and there is so many options it's wasteful to bring unnecessary redundancy just because other player may not use it (which I've never seen, if people bring strategems, they want to use it)
Bring a backpack and a support weapon. That's 2 spots taken. Ems Mortar is amazing. Shield Gen is incredible. Gatling barrage, airburst, gas, and ems orbital are great for doing similar jobs over a time frame.
You have so many options. It just doesn't make sense to limit due to fear of bad teammates.
It's kind of good to have atleast one orbital in case of an aa outpost
10:52 "I actually sto-"
That genuinely broke me and gave me a very good laugh lmao
I have watched that video a few times before I let it loose and I did not notice this. Wtf😅 glad it amused.
something that i think folks should also point out when using strategems is rebinding the strategem input keys to the arrowkeys and setting the menu bind to PRESS instead of HOLD, being able to sprint and call support is INSANELY gamechanging
Wait u can do that?
@@AzizTheGazele552 yeah it's at the very bottom of the keybinds
Oh nice never knew you could do press. I'll rebind that later.
Only on controller though. Strategems use the same buttons as movement on the keyboard.
@@xwing2417 thats why i said to rebind them, thats what rebind means
I'm actually a huge fan of the gas strike. Namely because 1, it's a quick and simple stratagem code (right, right, down, right), so you can punch it out really quickly. 2, it's deployed relatively quickly. 3, it recharges really fast in comparison to a lot of the other stratagems. 4, while it's not super major, the gas deals damage to every enemy that isn't a static target, if it doesn't land on it, and when they initially take damage they usually will stagger from it. You can use it to take out bug nests and factories if you land them on the weak spots, but the gas will inflict damage to chargers, bile titans, tanks, and hulks the same as soldiers and scavengers. It's just the smaller ones have less health, so they die faster. Those points combined, this makes it a great choke point (no pun intended) asset and also it's really useful if you're needing to retreat from an ever growing horde. They're going to go straight at you. Throw it just a little behind you and they'll run straight into it.
I believe, I'm more certain with the 380mm than I am with the 120, that the 380 and 120mm barrages will actually hit the marker on their last strike. So if you want to take out 1 target (like a tower) and you pin the beacon on it, you're going to get explosions all around it, sure. But I believe the very last shot will come down onto that beacon, meaning it'll absolutely hit the tower. So something to consider when throwing them into nests or bases. You can go center point to hope to get the holes or factories hit or you can guarantee at least one with the hope that the others will get hit.
Gas must be my favorite since I never launch without it. It's quick reloading, damages everything mobile (although doesn't finish big things), and is perfect to cover retreats, choke points, and incoming patrols. I tend to be lacking in the general clearance department with most of my other choices, so gas is my almost always available get out of bad situations needing a clearing card.
120/380 are great for absolutely wrecking enemy bases. 380 especially leaves basically nothing but cratered ruin. DON'T BE NEAR IT GOING OFF THOUGH. I throw it and run the other way because I can't throw it far enough to be out of danger. (Maybe improved throwing arm?)
What's not clear to me though is what's strong and weak about each. They have the same cool down but 380 seems to be much bigger. Thus I prefer 380 but sometimes use both just so I can sorta have it 2x with their massive cool downloads. There's probably a way that each are better for different situations but tbh Idk what yet. It just seems to me like the bigger 380 is better, just run like aych ee double hock stick after you throw it.
orbital artillery also create bigger craters to push the bots with all their machine gun fire. the walking barrage is great to set up pushes into large bot outposts to force them out of their machine gun placements and cover
The gas has some great uses on defense missions and dealing with breaches, as it lingers it can really keep any breaches off your back
The reason the community feels orbitals are meh isn't because they are bad in their own but because there are very few situations an eagle isn't better.
A lot have a cooldown time only slightly shorter than rearming an eagle but that advantage is negated by the fact that the eagle gets 2-5 drops before going on cooldown per munition
yeah, with like a 8 sec CD in between usages, allowing you both more accurate coverage and versatility.
If you didn't end up using all of your charges, you can manually rearm and prepare for the next big thing
If I was going to pick, I'd definitely pick eagles. The airburst maybe an additional alongside the eagles!
The orbital laser makes up for all the drawbacks, well worth taking. The others are just for fun or very situational
@flakcannon722 I used to use it a lot but not so much any more. It's so slow at killing things that there is almost always a better option. The only time it really shines is if your squad dedicated 3-4 slots and uses them all at once during a 4 minute extract.
Otherwise dropping 2 500kg or 5 cluster bombs will do you better.
Most of what the laser can do the eagle can't can be covered by sentries or just primary weapons.
@@nip3004 laser is great on bot missions cause you can walk up to the walls of a base, lob an orb over the wall, and the laser will clear it out for you. Much less risk than trying to go in yourself, and a lot more consistent than 500 kgs which sometimes kill multiple fabs, sometimes they kill none. As a unit killer though, I'd agree, it's generally worse than the 500 kg.
After trying to make the gas strike work for some time, I've come to realize it is at it's maximum power when used EXCLUSIVELY for bug breaches. It's 70 second cool down means it is up basically every time you encounter a bug breach while roaming on the highest difficulties. Wait for the orange smoke, pop it on that exact spot.
I've gotten 40 kill streaks from the gas on bug breaches countless times. It saves so much hassle and allows you to kill the bile titans and chargers without having to worry about the scavengers and hunters. Only one guy on the team has to take gas and it'll make but breaches far simpler and less time consuming.
Oi mate. Eagles are unlimited too. They have just a different mode. The usage count is the number of usages before eagle needs to head back to rearm on the ship.
WIth full ship modules you can deliver 3 Eagle Airstrikes with 10 sec delay between them and then the ealge needs to ream.which take ~180sec minus bonuses.
So 3 mins later you can have 3 airstrikes again.
I expect this type of misinformation during week 1
@@negative2positve380how is it misinformation?
@@MRpondinimisinformation because it's wrong
@@GameFuMaster the comment or video?
@@MRpondini i would've said he misspoke, but repeated the same thing multiple times. Still appreciate the video though
I "drill sergeant"ed the rest of my squad (perk of being the first to play), the first thing I drilled into them was *"KNOW YOUR STRATAGEMS,* each strat is unique and has a use, some are more versatile than others but all are useful, know where it hits, know what it brings, know how long it take to call in and how long it lasts, know when to use it and what to use it on and when it comes to support weapons, don't hug them, supply your team mates, it's dumb for all to have the same support weapon/backpack in their loadout, you're down there so long you're going to have plenty of call ins, and while you need to be mindful of where your teammates are when you call in AoE strats, you also need to be mindful of where team mates call one in, they might have done a danger close without knowing. *KNOW YOUR STRATAGEMS, ALL OF THEM"*
I wish I'd seen this!
Best use my squad has found for the barrages (walking, 120, and 380) are opening up a fight on the larger bot outposts. If you pair 2 of those together and maybe even throw in some infantry clearing ordinance, it’s a great way to deliberately soften the target. Definitely not an accurate strike but in a large target rich environment it works great. Keep on spreading managed democracy helldivers!
I love the gas’s struck I often also use it to cover my retreat from atoumotons helping to melt them as they walk into it
Completely agree with your love of the precision strike. Its also an incredibly short pattern to make it an easy emergency delete button.
I would say the biggest drawback is opportunity cost - it's great to have, but is it worth 1/4 of your stratagem slots when you could bring something that does each of the roles it fills better like an airstrike/rocket Eagle, a sentry, etc.
I think it's a credit to the game designers that most every stratagem feels really good on its own, and the balance becomes one of opportunity cost and synergy.
The Orbital HE Barrages are rather inept with the extremely large danger close deployment and lacking AOE (making them inconsistent) that's long/clumsy to use, lacking any practical utility compared to the other relatively subdued Orbital Stratagems. The Airburst, Gatling, EMS, Gas, and others have way more flexible timings and usage without necessarily endangering your squad.
If one's aim is to soften up OBJs to make em easier to breakthrough? Use the Eagle Stratagems, especially Cluster Bomb: massive AOE with multiple uses between rearms and quick call-in strikes for even more damage. Takes out most of the defenders with relative ease while you can mop up the rest. Airstrike on the other hand is fantastic for accurately and efficiently removing Outposts, really good for getting them done and out of the way.
If I was asked, I'd definitely be putting cluster at the top of the list too. Thanks for the input! Great comment! :)
The only one of the orbital HE barrages that's worth taking (in my opinion) is the walking barrage. And the only two reasons would be its relative predictability, and its reach. This thing can reach out and strike objectives up to a 100 m away from you, and it can double as a means of drawing agro away from you.
That said, I'd still take the airburst and/or an eagle strat over it in almost any situation.
It's nice to hear that orbital laser do damages to heavy armor this time... Because in HD1, it's just a beautiful glowing pillar in HD1. Not to mention the long cooldown.
Although bummer for orbital railcannon strike for its long cooldown. Because it is definitely one of my most favorite orbital stratagems in HD1. It's lethal (though it only strike a single target one time), unlimited, and short cooldown. I usually bring two of this in cyborg mission.
380mm Barrage has become my go-to for command bunker missions. Sneak your way up to a base to the best of your ability, pray there is no jammer nearby, toss in the stratagem, run like hell, and watch the fireworks. On average (as far as I’m able to tell) it’s about 3-4 explosions until you get the objective completed notification. But I can’t stress enough that communication is key for this tactic, so tell your squad your intentions and pray they’ll listen before they get turned into Helldiver soup.
After 100 or so missions it seems eagle rearm time is based on how many eagle strats the player has, making just the airstrike alone can rearm every 2 minutes, so, 2-3 strikes every 2 minutes compared to using 120 barrages
Yo! I seem to have got this wrong! I thought there was a finite number of rearms with eagles. I thought you could eventually run out, my bad :(
Eagle strikes are not limited either.
You have 2-3 uses with just a few seconds cooldown, after that the gunship will go and rearm for a few minutes, and then return available again!
Yeah, I got this wrong - my bad! I've pinned it in the comment. Thanks for commenting!!
Here because the login queue is taking forever 😢
Yeah the games blowing up fast... First couple days it was out I never had issues logging in now the servers are always full 😢
@@xD3m0nxnot early mornings if u wanna play then
Another thing that I would love to see is safe distance.
From my own experience, the 120mm barrage has a 50m safe distance, meaning that if you hover over the beacon (and it wasn't moved) and it shows 50m - you're safe.
Really useful info, another banger by the boy!
Useful and incorrect info in this one..you get it all!
Gas strike has two great benefits: it does a small blast on landing that can take out nests and fabricators, then a 70 cooldown time is phenomenal. Great for area lockdown spam.
The barrages need to auto target objectives or large targets to be effective, also Im fairly sure aoe damage is broken rn, so as soon as its fixed orbitals will be more equal to eagles
barrages definitely need to be buffed.
But the high CD is also very limiting in its usages IMO
This is the main thing I dislike about them, for sure!
Orbitals are not broken. You need the ship module upgrade that makes the explosion hit the entire area, not just the center of the strike. It's a level 2, so it's pricey.
Barages 100% should target. I think of it like an AC 130 gunship. The gunner should prioritize hitting an enemy instead of just a patch of dirt lol
4:19 eagles are also unlimited in numbers, but you can call them more times before having to rearm
I actually like gas strike. it seems to do the same job as airburst for me, just locking down a choke point, and bugs in particular run right through it and often just die. EMS pairing is probably great but i wouldn't waste a second slot just to combo it. I tend to toss it when i'm being chased by a horde, or on top of a bug breach or choke point and it takes quick work of the trash and softens up some of the more beefy boys.
I do like gas strike, I need to use it more often!
I've been using gas extensively against the bugs. Because their breaches have a very visible location that's visible in advance, it makes it really easy to throw some gas down on them in advance, typically landing right on time as they actually emerge. It then kills most small bugs, and slows and weakens the larger ones. Is a massive help with efficiently shutting down breaches quickly, and it rearms quickly enough that you nearly always have it ready again for the next such moment. Having such a frequent and effective use case for it, meant it felt very worth while, and the slot was never just sitting unused.
ALSO - Whilst this may be temporary, and is probably something of an exploit, the Gas currently does NOT deal friendly fire damage to team mates. It only harms the person who threw it. Which makes it an incredibly safe option to bring and use agressively, even deliberately tossing it onto your team to save them from being swarmed. Team mates will still audibly cough, and I'm not sure if there's any other slow or disruption, but are unharmed. It will kill the player who threw it super fast though, so beware. ( Also don't expect randoms public players to know or understand this.)
Against Bots, I've not had as much success with it. It's harder to be sure exactly where the dropship is going to land until it's already there, and the bots don't seem as fazed by it as the bugs do. I've watched destroyers just walk through it without much apparent issue. ( I'm sure they're weakened, but does feel less worth it compared to other options.)
I just enjoy having fun with a good mix of cluster orbitals and cluster eagles. Then run my pack generator and railgun.
Solo running stealth missions. Just run in, bomb, clear, do the objective then call in my strikes to clear everything coming in.
We all run laser orbital and I think the bomb strikes are just too much fun and we’ve cleared out huge areas of bugs with 4 380s
Flashy and fun level 7+ missions.
Same here
I think a mix is definitely a good way to go!
I typically use the Walking Barrage when forcing our way into bases followed by a team blitz or through enemy patrols. Mostly it works great when retreating, throw it at your feet while facing the direction you need it to go, and as long as your team in running in the opposite direction 9/10 results.
A solo load out for mid levels that I enjoy includes the EMS barrage and an AMR. Works really well with bots and is a great way to get hulks and devastators to hold still for an eye shot. An airburst takes care of the rest.
For me personally, I love the railcannon. I am usually the one on horde clear duty, so our two anti-armour people generally have the railcannon, and it has made our lives so much easier. Do a bit of work, and it can be really useful in an emergency due to the automatic targeting and very small AOE
Loving these videos mate. Honestly tiding me over until the servers get updated and we can play again. Keep the content coming - great vibes, great info, great vids. ❤
Really appreciate that mate - thank you for the support!!! I just got kicked out of the servers on stream and now queuing 😭
the smoke orbital is underrated and I often run into people surprised how useful it is
VS automatons it helps break LOS to finally disengage much better than foliage and it reduces accuracy when you're in a cqb skirmish amidst the smoke.
its massive for survivability in many ways
I'm a fan too!
i love these videos showing the strengths and weaknesses of each stratagem instead of "the best" "tier list" "this is trash" videos
Glad you're enjoying them mate!
The airburst is competitive with the cluster strike because against bots, AA emplacements can disable eagle strikes, but not orbital strikes.
remember to watch out for any obstacles in the way of certain strikes, like the railcannon. If there is a building in the way, it'll hit that instead. look in the sky, memorize your own ship and you will be able to figure out if it can or cannot hit a target.
I’ve played everyday since launch and I agree with everything you said and also taught me I might be sleeping on the airburst lol
I really like being speced in Eagles, Strafing run is nice, safe and fast to cast in a pinch. You get 4 of them... Alot of people overlook it.. But I love the airstrikes and Rocket pods.
Eagles are my favourite as well, i often bring Clusters, Rocket Pods and Strafing runs/500kg Bomb along with a Autocannon or some other weapon. They are consistently useful
Since the buff to the 380 and 120 barrages that tightened their spreads up I've absolutely been taking them when I need to decimate some bases. The cooldown is still a bit brutal, and the eagles are still king in Blitz missions but the heavily armed Automaton bases get destroyed to the point you rarely need to worry about it for the next 30 seconds if you throw a 380 in, if you toss a 380 and a 120 though the base might as well wave goodbye.
Eagle airstrikes don't have a usage limit. They did in the first game, but not in Helldivers 2. They have a rearm time, where the Eagle returns to the Destroyer to reload its ordinance. It's also a shared cooldown. So if you have multiple Eagle airstrikes equipped, and you use all of one type, you can either use up all of the other(s) to automatically begin the rearm timer, or trigger it manually with a contextual strategem that appears when your airstrikes are not at full capacity.
The 380 also doesnt hit the center ever meaning you can throw it under yourself and defend in every direction
I have been using the Walking Barrage, 120mm, and 380mm together and just walking up to the big nests and absolutely shelling them. Very rarely one nest will survive it all. And even then there are typically no bugs left. Individually they dont clear the bugs out all too well. All together they tend to flatten the area in my experience. Just the sound and smoke cloud alone make it worth it though.
Did this twice for the first time yesterday, you can get the precision strike to land on the head/face of a bile titan and it will one shot it. If you wait for when it’s ready to puke throw it and then dive out of the way. Kinda have to be a medium distance so the arc of the throw catches the upper part of the head.
You mention the walking barrage pattern, its based on map location vs angle of your ship. Hard to work out in a pinch but if you have the jump on them its easier to figure out & plan
I use the gas because of the low cooldown and as a solo it helps to gas a nest grouping before doing a nade run to take care of things.
There's no limitations on Eagles mind. Once you've used the direct action, you can send them for Rearm. Meaning you never have a cap.
Yeah I made mistake there. I misinterpreted how they worked as I read the tooltip for the ship module as it gives an additional rearm. This made me assume there was a limit to them 😔
Fantastic video!
Really appreciate that, thank you!
The ball that you throw to call down the precision strike can stick to enemies. Then it acts kind of like the Rail cannon strike.
my personal favourite kit on stratagems for Automaton missions are the Walking Barrage, Orbital Railcannon and then the energy shield backpack paired with the railgun. Aye, its a high level kit, but it works wonders
The Barrage can clear the way for an assault, or cover a hasty retreat
The railcannon takes out big targets - be they hulks (or dreadnoughts as my fireteam calls em), quick deletions of camps on the way back to evac or nasty AT turrets
the shield.. fuck the shield.. its saved my ass so many times i cant imagine going into that clanky hell without that lovely thing.
and the railgun 1-shots the walkers, and even dreads so long as you aim for their little head. Or 6 shots if you just shoot them normally. It can also 2 shot the heavies (devastators, of any type) regardless of where you hit em. Dont even need to overcharge it.
as for weapons, the regular sniper (not the counter sniper but the first one you unlock) is great for silently picking off distant targets. The machine-pistol works good for when you find yourself out of ammo and hooo boi the impact grenades make short work of anything getting too close for comfort - this includes 2 (or even 1 if you get a lucky hit) shotting tanks and AT turrets. ...they are a pain for throwing down Fabricator vents though, but its still possible. You get the hang of where to hit them soon enough.
all in all, its fitting for a heavy-hitter with a slightly more tactical approach to things. My fireteam handles the other duties like AOE, defense and anti-air.
vs bots, i also HIGHLY recommend someone coming equipped with the UAV Recon Booster, especially if you go more tactical. Its a lifesaver to see them coming from much further away on the map.
I LOVE the orbital strikes, use them all the time.
fun fact the gas strike can also act like a precision strike if the rocket is right on the target, ive used it more than a couple times to kill the last nest when i was out of explosives
also have used it on chargers leaving a nice dent in their armor but it's hit or miss with that
Stumbled across a great way to use the barrages by doing one of the trophies. There is a trophy for having six barrages going on at the same time. It was VERY effective on the base we dropped it on haha! Now sometimes we stack 6 of them between 3 members, they also run railgun and the shield backpack. The utility they have is just destruction incarnate. The 4th runs mortor sentry, autocannon or gatling sentry, cluster eagle and shield backback. Most bases you only need to wait and then wander in and grab the samples 🤣
I run a LAS engineer build that uses the las-scythe,machine pistol, impact grenade, laser cannon, rover, EMS mortar, and orbital laser. The ems mortar keeps things stuned at range wile orbital laser sherds heavy enemies and me and my rover kill any stragglers. Its good fun!
Maximized use for Gas Strike:
Wait for a terminids breach to be announced. When it is, count 8 seconds (around this time the juicy targets come out) and toss it so that the breach itself is within the AOE effect but the centre of the strike is offset in your direction by some metres.
Secondary use: cover your disengagement if in dire need. You're welcome.
It typically run into every game with the following three strategems:
Eagle Airstrike: Lots of splash damage, perfect for clearing out an outpost or secret stash quickly while blowing up buildings too.
Orbital Precision Strike: Nice to have a precise shell or two to call down while the eagle is on cooldown. Great for popping buildings, tanks, and if you time it right you can delete EVERYTHING the automaton dropships drop of the moment they all land. Also good for staggering hulks and giving you some breathing room. Sometimes I replace this with the Eagle 500kg bomb.
Orbital Laser: This is basically my "oh shit" button, especially in higher difficulties. Tons of incoming enemies? Patrols, dropships, and a heavily defended outpost? Multiple hulks closing in. I call this in when I need EVERYTHING to be deleted without risk of missing.
Anything these don't deal with or miss, my trusty autocannon can handle!
at 6:16 i laughed at the irony of you saying how "if you think on your feet you can cover a retreat", only for you to obliterate your teammate with a cluster strike.
Definitely need a sense of humour to fully enjoy this game 🤣
@@PhaseShifter if you want another team hazard weapon to do a video on, the arc thrower in my opinion is very slept on. infinite ammo, penetrates all armor, can break off armor for more weak points, and can travel very far if arcing through enemies and bodies of enemies. its only real downsides are that it's incredibly easy to kill teammates, kinda buggy sometimes (wont target enemies too close to you or slightly obscured by rocks), and you might also get arthritis from the arc spam.
@@Tacdelio so I hear!!!
@@Tacdelio I will definitely look into this!!!! Thank you for your input and support!
You're a BEAST for putting out such beautifully edited & produced content on the reg! Don't forget to take care of yourself, mi amigo 🤠
Yo! I appreciate that so much mate. Bit annoyed because I got a point wrong in this video but nothing to do about that now! Really glad you're enjoying the content so much! I'll be chilling tonight for sure!
@@PhaseShifter Yo, I don't even OWN Helldivers 2 yet (my pc got wrecked when my loft flooded, but my dogs were fine and no one got hurt so it's really not that big of a deal), and yet I subscribed specifically because I found you through via Hell2. Did you ever play the first one? I was completely smitten with it! 😍😅 I was late to the party with that one, so the numbers of fellow 'Divers on PS3 (yup, that's how long ago that was) was slim pickins, but I ended up falling in with a really solid group and eventually unlocked/upgraded/maxed literally everything. Wow, those were some fun times. ... So, did you ever check out the OG?
@@PhaseShifter F*** me, that was sooo much longer than I intended! 😓 So don't worry about reading it, it's fine
@@SlimRhyno yo don't worry about the long comment! I didn't play the first one much at all but what I did play I enjoyed a lot! I'm glad your family were not injured! Hope you get a new rig soon!
@@PhaseShifter Hah, you and me both, my man 😅 Well, take care & take it easy 🤙
The precision strike is ol' reliable, especially as someone that runs impact grenades and railgun (formerly autocannon). It wipes out small automaton posts instantly
Tips for titans. Pop its bile sacks first, then the rail cannon will one shot it. Hope this helps!
I like the railgun strike, because you can throw it any where and not worry about friendly fire. It does bother me that it can't kill titans most times however. Though to be fair, it is usually so damaged that a single grenade will finish it off.
The Eagle's arent really capped at 3. You can just use them 3 times before they need to re-supply. Meaning, their overall usages per mission can be way above the unlimited orbitals.
Yeah I've made a mistake there. I thought you had limited reloads!
The Orbital Laser also targets and destroys buildings. That's a huge plus.
for the 120 and 380 i beleive the safe spot from them are at closest maybe 50-60 meters away from the center point and i think it would be helpfull to know the average closest you can be to each of the stratagems.
did testing earlier for the tesla tower that at 22 meters is where you will be able to be targeted and have not seen anywhere of anyone saying where the unsafe range is for it and just say dont take it as its just a team kill. just learn to keep your distance and save your stam, circle around it and let it take out anything coming at you
Ive been watching this guy all week and i cant get past how much he sounds like Jackfrags
I've had this come up a few times recently haha! We're probably from near each other!
Consistency wise Eagles are so much better than Orbitals due to the amount you can use at a time (it's unlimited in the game, then the airship refuels/rearms at the ship for the longer cooldown, coming back for 3/4 more uses) as opposed to being used once in 3 minutes.
Agree, I think the airburst and the eagles are a nice combo!
you shouldnt have too many eagle strikes equipped without an alternative. when you rearm the eagle manually, you cannot use the other eagle strikes. when you dont rearm the eagle, you may be out of a certain strike that might be useful later. you will have to manually rearm and wait for the cooldown, whereas if you have a mix of eagle strike and orbital strike equipped, you always have an option available to you.
@@Tacdelio I think the suggestion should take into account which ship modules are in effect. If you only upgraded the eagle, it might still be better to rely on it only.
Thank you! I was wasting materials on sentries which are kinda useless in harder difficulty. Maybe if you get a good placement on mortar sentry far away from enemies, that's worth bringing (especially the EMS one to slow enemies). Time to go grab more materials!!
17:18 nice nade
Absolute Kobe!
Makes me think we're heading towards a community-driven player archetype/class meta - Control, Anti-Tank, Assault, Support. Where it makes sense to bring certain stratagems for your role. I'd like to see more team setup vids, over solo builds.
this vid got you a new sub. clean video, good info. just perfect for me. keep it up, i will be watching you :D
So glad you enjoyed it and it's helpful! Make sure you check the pinned comment, I got something wrong! Thank you for the support!!!!
The only reason I'd run the orbital airburst OVER the eagle cluster strike is when I'm reloading the eagle for missle pods (hbig boi killer) and I don't want all my strategems to be down but even then a 2 minute timer for a smol AOE is dog shit
I like running them together sometimes! With that being said, eagles do feel stronger overall!
Some orbitals can be dropped in front of enemy lines, then you fall back and let the enemy walk into the danger zone, before charging the enemy once they’ve been tenderized by the orbital.
whats your opinion on the orbital smoke vs the eagle smoke? both seem pretty similar other than eagle comes down faster and has more frequent uses, just wondering if you had anything else thats different?
I think I prefer eagles but they are very similar!
I love the -idea- of the Orbitals, but the Eagles are so much more flashy. Lucky for me, the folk I usually play with love using Eagles.
Can't say I've used the Airburst much, usually just EMS and Gatling. I'll have to give it a try! I should give the Precision Strike another go as well. It didn't feel as good early cause it kept missing, but as you said positioning is key with it; I'm probably better with that now, so I can use it better.
Just unlocked the Laser, will need to test that out. Looking forward to unlocking the Railcannon to just delete larger enemies as well!
Wish there was a module to give me 1 more OL. I like using them on bases while drawing aggro so the beam heads towards me and I can lead it to others.
Don't sleep on the Precision strike. When you manage to bait a Tank, Hulk, Charger or Bile Titan into it, feels amazing. That and with the low cooldown it can be real strong with some practice.
Using the 380 and then the 120 on a medium to large bug nests kinda cancel out the inaccuracy and cover the ground the others miss
The precision strike is the best orbital stratagem available. As a lvl50, Haz9, everything unlocked, pro player I mostly use it. It kills everything and half a titan and has a short cooldown. You just need the skill to use it.
always loved the hammer of dawn
In defenses I like to use eagle strike and eagle cluster, but in normal missions I like orbital airburst and precision strike, relatively consistent cooldown and reliable.
Although after the ship upgrades I also really like the toxin and gatling.
Finally I really like the napalm eagle when playing bugs.
The railgun I stopped using cause of the 4 minute cooldown, too long for my taste.
Saw a couple 380mm get tossed out once and cleared 3 titans.
im high as fuck and i just kept hearing this as a rap song because of the beat lmaoooo
Don't give me ideas!
Eagles are not limited, they receive a cooldown once all eagle stratagems are used and then on CD or you can force it to CD all of them
Yeah, I've messed up there. I thought rearms were finite :(
@@PhaseShifter Same, I never used them and then learned they had a cooldown after all uses of all eagles you are carrying. I think each eagle needs it's own cooldown or manually rearm each on that has nothing left
@@Pall_Bearmasher it was the ship module that gives additional rearms that threw me. The way I interpreted it was that it there was a finite number of rearms and it added one
Barrages are not trash when used by the right person.
I spec into them.
And the amount of times my walking barrage took down a titan during a running retreat. Invaluable.
Party starts running away. Throw barrage at my own feet. By the time it starts dropping. The titan is in a perfect line behind us.
It is a guaranteed kill.
To be fair, Walking Barrage is only good one as it's most predictable with the salvos. 120 just doesn't do enough damage and rarely hits. 380 is just too random. Walking one is 380 that you can expect to hit certain areas in relation to your call down beacon.
The best barrage is the walking barrage. It slowly moves forward so your chance of team killing is low unlike the 120mm and 380mm which is suicide
I always bring the Orbital Railcannon for Tanks or Bile Titans, it's definitely much more flexible than the Laser.
15:00 I may be wrong but I am like 90% sure the EMS Orbital doesn't actually do anything to Bile Titans. You can sort of see it at 15:12. Still very good, Just don't count on it for Titans.
At 00:17 , did the orbital rail-cannon just hit 2 times?!
Well spotted! Unfortunately it didn't, it just didn't take the first shot! I talk about this moment later in the video when discussing the rail cannon. Basically, if your rail cannon acquires the wrong target, if you have a squad mate playing something like the autocannon, they can shoot the target its picked instead, it will then switch to a new target. Discovered it by accident and we've managed to replicate it a couple of time - very difficult to do in the heat of battle though!
@@PhaseShifter Ah okay, thank you for clarifying
threw the 380mm into a boss nest and ran.. didnt see the boss but it was deleted love it
I prefer the eagles because you get to use them super quick then use the strategim that reloads all the uses in just a few minutes
I had a streak of bad luck with timing the rearms for eagles. Orbitals are really great, just wish they had better upgrades honestly
I like the gatling barrage. Cooldown is short enough that you can throw it on just about every bug breach / bot drop you come across. Better against bugs due to so many armored automotons but still not bad
i like using the eagle airstrike to take out the bug holes