This NEW Ship Upgrade was not what I expected in Helldivers 2
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- เผยแพร่เมื่อ 4 ต.ค. 2024
- This upgrade was a bit vague and not exactly what I expected so I thought I would do a quick PSA letting you know what you can expect for it with such a serious price tag Hope this was helpful!
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PATCH 01.000.404
The Rare Double Release! Thought it would be good to talk about what this thing does since I bit the bullet and purchased it for my entire sample collection so you don't have to do so uninformed! Thanks for watchin and of course my favorite comment will featured at the end of the next video!
I'm surprised many people were really confused by this. Obviously your weapon won't instantly teleport to the planet, and I thought it was clear that there was a call in time before your destroyer deployes ANY stratagem towards a planet.
I still think it's an ok upgrade, all the rest of the new upgrades affect your stratagems about the same amount; weird that people are angry about this one.
Yeah although it is weird that the 50% call in time modifier still impacts it despite it eliminating said call in time
@@EravinVT I agree, doesn't make sense with its description. I guess it's just another reason why modifiers should be removed, or changed to be more interactive like the new gunship patrol modifier/planetary modifiers like blizzards
@@cosmog6186 or player should be able to turn off ALL of them.
AA defences? - you pick 4 stratagems and 1 is randomly locked until you destoy some emplacement
Bug spores obscure map - destroy spore spewers and map is clear again
Same with everything else
@@cosmog6186But isn't the same description of that HMG and Mines upgrade? I don't get the doubt. Does it work differently?
I always wanted to fight like a division of tanks. Maybe it's a 40 min eradicate, 100 tanks, have at it. Be fun with titans. The modifiers we have now, I can't kill. Be cool if first mission of the set had a side objective you can do to get rid of whatever modifiers for the rest of the mission and the set.
Did people forget about the Rapid Launch System upgrade or something? Works exactly like that one.
Pretty much this
Amazing how nobody complained back in February!
@@diogorocha9837 probably because it doesn't cost an arm and a leg.
@@s2wuolf508how does it make it useless? RLS is for sentries and emplacements right? And the new one for support weapons
@@tstanemo8950 Oh mb I forgot it was for sentries and emplacements specifically, I’ll delete it
People were confused by this?! It's being launched from low orbit!
we have warp technology already.😂
@@BlackPawGaming And? We use it for Ships, not drop pods
@@BlackPawGaming Sure, lemme slap a giant E-710 warp drive from my super destroyer to a smol hellpod so you your next support weapon crashes several meters through the ground, rendering it inaccessible.
@@K_BogzIt’s a video game set in the distant future. None of this is real lmao.
@@romarikanu just because its a video game, having somewhat grounded physics makes any fantasy more enjoyable because it becomes relatable.
a warp drive speed pod being punted at the planet would essentially kill of one quarter of the map by sheer velocity, if not outright terraforming the damn planet on the one quarter
It’s not instant EATs, but I’ll take it. EAT enjoyers gotta eat what they can out here
I don't use EATS too often for standard missions, but those things are the best for defense missions and I never go without if I'm running one.
More like a Fast Food modifier.
Would have been nice if it countered the call in modifier as +50% of 0 should still be 0
Yeeaaahh they should prolly change the wording on the modifier. I can see how it implies two different meanings for "call-in time"
Call in modifier affects two aspects, the "call in" and the travel time.
So this just negates the call in. Which is still quite nice if you are in a rush.
Maybe Arrowhead subscribes to Terryology?
I think Call-In Modifier uses its own list of times that may not have been updated for the recent buffs to certain orbital call-in times (I think Orbital Precision sees 2 seconds added to call in time, as if it still had the original 4 second baseline, rather than the updated 2), and is clearly not updated by module upgrades.
Why people are confused? It exactly the same description from the HMG Emplacement and mines Upgrade Module.
Compare Rapid Launch System to Streamlined Launch Process. It is EXACTLY the same text. Because almost no one uses Tesla/HMGE/Mines, nobody "complained" about the text months ago.
@@diogorocha9837And it doesn't cost an arm and a leg to upgrade
I said this on another comment, but I'll repeat it here since it answers your question. People are confused because of poor reading comprehension. The description says exactly what the upgrade does. Support weapons launch immediately, reducing overall deployment time. If you read that and only see the word "immediately" then that's on you. The description was not misleading or confusing.
The mortar targeting one is pretty good in the hands of the skillful.
Can you target bug holes and bot fabs and cannon turrets with it?
Now instead of accidentally killing my teammates with it maybe I can ping them and purposefully kill them
@@vividwizard6166yep.
@@vividwizard6166 I would assume so since when you ping them they target red
@@CCA.C17.SQL.02Idot Yeah but I am asking them because sometimes things you would think work cause it would only make sense don't work and it makes no sense.
10% larger boom radius is actually 21% larger area. Circle area is 🥧 r^2. So 1.1 radius squared gives you 1.21 *pie area. 21% more democracy.
i hope it really works this way and not AH just saying 'radius' but actually using radius and circle area!
@@squawk89 I hope so too. I haven't got to test it yet, just going off description. Lots of their descriptions are wrong so possible that is the case here too.
Sounds like a fun topic for me to explore
@@EravinVT was guessing you couldn't resist measuring that! I'm trying to scrounge up more samples still. This could really make 380mm so devastating.
I don't have any scientific testing with it, but it was the first one I got of the new ones and from a limited pool of uses in non-pristine circumstances it does seem to clear out an area more effectively. Previously using it on a large bot base would knock out most of the fabricators (there's frustratingly usually one that survives at the very edge), but some of the forces inside would survive. I still don't often kill all the fabricators, but there aren't as near as many survivors as there were previously. I feel it's also more effective at dealing with bot drops but have no real evidence of that.
The real big change this upgrade does is for the Precision Strike, which now feels similar in power to the 500kg if not exceeding it. The 120s hit a lot harder, and I may use them against bugs more.
I have 5% more tesla towers now
congrats :P
@@EravinVT and soon I'll be able to fire the Airburst launcher 10% more often, and also if a hunter is bothering one of my teammates I can have my mortar sentry help them out
@@VadoF1 The teammate or the hunter? 💥
@@tugboatyan**snaps fingers** yes.
@@tugboatyan Well you gotta pay the mortar's blood sacrifice cost if you want to use it in a mission.
Well said, I want everyone to see this before buying any upgrades.
Hopefully!
#1 Payroll Management System ( 10% faster reload for support weapons )
#2 or 3 High-Density Explosives ( 10% explosion radius for Orbital barrages & precision strike )
#2 or 3 Morale Augmentation ( 5% cooldown for ALL stratagems )
#4 or 5 Cross-Platform Compatibility ( mortars aim at marked targets )
#4 or 5 Advanced Crew Training ( 10% cooldown on Eagle rearm IF at least 1 use remains )
#6 Streamlined Launch Process
I think that people might have gotten confused because our call in time to most people is just how long it takes to hit the ground, not thinking about how long it actually takes to hit the ground after its been shot. I thought it might just take like 2 seconds to hit the ground, not realizing how long its actually in the air for. When people look at their support weapons they don't usually look at call-in time because why would you, you are just gonna drop them all and sit there waiting anyway.
I really dont know how people had trouble understanding this one, I found it pretty straightforward.
And the in-lore description also gives an idea of what it does
Might be fun to have a "pre-deployment" booster, firing hellpods when you finish typing, and adjusting landing point if you throw early enough.
That be neat
I feel like the stratagem menu should instead showcase the timer until stratagems are actually sent down, and replace it with a static "Deploying" once they've left the destroyer.
If the timer is a fixed 4 seconds for support gear, but has slightly variable call-in timers, it would help people develop muscle memory on how long it takes since it begins deploying and until it lands
Exactly! The same goes for Superior Packing Methodology - where it needs to mark boxes with that upgrade applied.
I'm super glad for the new modules, but one thing that annoys me about them is that some of them require the literal rare sample MAX. Like, 200? Fine. But you're basically guaranteed to waste some while grinding these out if you need the max.
I think AH fumbled big time with the sudden spike in cost for tier 4 upgrades, now these newer tier 5 have to obligatory be even more expensive. They should have made the tier 4 lower in cost and these ones the same as current tier 4 or a bit higher. What's gonna happen when tier 6 eventually comes? The rare samples are a massive pain to collect in big numbers
@@thelegendaryklobb2879 Tier 4 and 5 are mostly "expensive" just because of the amount of rare samples, but the amount of super samples required is relatively low.
Obviously, when they release Tier 6, the cost will shift towards being super-sample expensive.
@@thelegendaryklobb2879 This might be funny to you but whenever I run missions I always get way more normal and super samples than I do rare ones. In fact rare samples are usually the one type I'm missing for upgrades.
@@Keyce0013 We all do. It's bad design from AH
I hope you do in-depth analysis of all the other new ones as well. While I don't play as stealthily as you and your divers do all the time, your knowledge has been invaluable in spreading managed democracy.
The rest besides maybe the mortar upgrade is pretty straight forward, I'm sure someone will talk about that one very soon!
The biggest impact this has is you have a longer window to call in EAT and have them land before dropships, letting you down them before reinforcements drop in more reliably.
Support weapons warping in instantly would be a cool tier 6 or 7 upgrade, once we find some old illuminate tech or something.
I'm definitely getting this one last though, I just need another 900 or so rare samples, which I expect to collect before any further ship modules release.
Yeah its definitely best collected last
It's worth remembering that we still have at least +1 ship upgrade (according to the trailer and leaks), and they could be the same as this one, making things EVEN faster (but it would be boring). I hope these are new interactions
I already rock EATs with my AC, a side effect of occasionally preferring a direct answer to a tank or something rather than spending time getting a good angle, so this will be a worthwhile pick for me.
I also use EATs as an excuse to drop a hellpod on things just for the fun of it, and this makes that easier.
Imo tho, it is very awesome to have your support weapon faster in any case, especially if you hot-drop onto an enemy platoon by mistake. Not to mention it reduces the time needed to start, yknow, playing the game the moment a helldiver drops into the field. Plus, faster EAT is always awesome.
Not opposed to having a module that hastens the actual delivery time for our support weapons too, imagine the EAT mains' reactions, at that point they won't even use the EATs, they'll just use the pods.
Watch the tier 6 upgrade decrease the travel time from the super destroyer to the ground by 1 second for all hellpod strategems
Haha, very well might happen!
Well, they should, because artillery shells can, and they can already put cushions on sentries to soften the blow.
Dang! Appreciate the info, I will definitely get this last
Glad I could help!
This is exactly what I thought it did, seems kind of a wierd tier 5 upgrade, but alrighty. What I want instead is blue callins have shaped charges on them and explode when they land, doing extra damage to mobs they land directly onto, and a small area around where it lands!
Edit: Also! when you land from your hellpod it explodes and you are flung out of your hellpod like a catapult!
I got the faster reload one first since reloading is what I do the most in the game. It's hardly noticeable though.
That's a shame
Every little bit helps! I'm just glad we can shave down the Recoilless and HMG reloads, even if just by a small percentage.
The longer the reload, the more noticeable the difference is.
HMG and AMR (especially from empty) are noticeable. Spear, Recoilless and Airburst RL are quite noticeable too.
Got it first, tried it with spear, it is VERY noticeable. Every little bit counts.
@@breldredtheemperor Now that I think about it I did use the recoiless rifle (rocket launcher) and it was a bit faster to reload than before. I mainly use the flamethrower as my main support weapon to that’s why I didn’t feel much of a difference.
Did people seriously think the support weapons would be fired out of a railgun or something
I mean the ship IS armed with a railcannon.
probably, and not understanding how that would turn our support stratagem into our demise as the damn thing impacts and leaves a crater the size of 5 chargers
Which of the new ship upgrades do you think is the best/should be the first you get
Personally I’d of preferred 10% orbital AoE or support reload
The reload ship module upgrade was a good choice for me. As a Recoiless rifle fan boy, the sound that notifies you that the animation cancel can happen is now on a more consistent beat with the rocket being shoved into the Recoiless rifle. Making my animation canceling more consistent with even less mess ups. And I can only imagine it being better for the Autocannon, Spear, and Airburst users.
I Figured that is what that Meant. Its like the Workshop Upgrade that Eliminates the Call in time for "Structures" like the HMG turret or Shield Generator. But its for Support weapons.
I grabbed the "Cross Platform Compatibility" cus not only is that Hilarious but OMG I CAN CONTROL WHERE MY MORTORS SHOOT AT THE CLICK OF A BUTTON!
I literally can’t stand it when my teammates use mortar sentry… hopefully the manual targeting can reduce teamkills😂.
I bet it won’t due to the mortar still attempting to lead in front of the pinged target lol
I picked Bigger Booms
Wasn't disappointed
Bigger Booms is a solid option
Okay boomer
(Yes this is a wordplay)
@@jamesThebulbmin that's Mr. Boomer to you
I definitely understand being frustrated by the wording as they are certainly misleading, but we also need to pay attention to the full screen. On the bottom right “Affected Stratagems” box, EATs are NOT included in this upgrade. Nor is it included on the Reloaded Support Weapons shorter cooldown. So even if these upgrades are working on EATs currently, it could be bugged and not intended as it’s not on the list of affected stratagems.
EAT IS included in the 5% cooldown reduction for all stratagems upgrade.
By now I already know how AH works, if the description is even semi ambiguous it's bound to be broken
Yeaaah or just not very good haha
is not broken though
It's not broken, It's just not exactly what people expected. I new it would not be instant because for 1 that just doesn't make sense , and 2, this is exactly how the sentry upgrade works.
I hope we get something that reduces the travel time in the future. Maybe it destroys the pod on landing scattering the weapons which would be interesting.
Imagine putting TOTAL call-in time in stratagem description instead of 2 sec or 0 sec
Nah, definetly impossible for devs to implement due to [ insert an excuse ]
Bit misleading for sure haha
@@EravinVT right?
For 500 kg you need to just "feel it". Timer doesn't tell you anything.
It takes some time for Eagle-1 to fly to the target and then some more time for 500kg to go off
@@LaserTractor imagine having critical thinking. Did you expect the weapon to instantly appear at the beacon???
Their excuses for never properly and officially explain game mechanics or list basic stats are astonishing.
Every single thing in this game you must learn through experience, rumors (sometimes absolutely wrong ones, on top of that), game analysis videos and datamining, which is STUPID. We still have that useless tutorial, no game "codex" or encyclopedia, no training or simulation room to test new weapons or stratagems...
@@thelegendaryklobb2879 Love HD but yeah, it's crazy how much is obfuscated or straight up unknown/left to experience. Which is maybe OK except personal experience can be very different, and without concrete numbers to fall on, we end up having to do so much brainstorming just to wrap our heads around basic stats lmao
Please... do not buy the Streamlined Launch Process. It's such a scam. I bought it, and it still takes 6s for incoming time to drop. (And 4s without mission modifier)
Yeah definitely not worth as a first buy whatsoever
I definitely got it first.
It's a 30 - 40 percent boost in call in speed you can't get bonuses like that very often. I can't think of many games that give you a single upgrade that will increase anything by 30 - 40 % and this is consistent you always have this in effect.
@@plague1739 Uh, please don't make it sound better than it is. People have spend all their samples on stuff that was over advertised. It's harder to recoup losses since you need to re-farm those 500 samples this time.
@@GooiYingChyi I'm making it sound as good as it is it's 30-40%.
This for fortifications is great, a quick couple second EAT is great
Complex stratagem plotting should not increase the time it takes to FALL to the ground. Not like we're putting parachutes on our shells or hellpods. We're shooting them like bullets toward the ground.
The two parts of the wait time; call-in and travel time; are clearly able to be calculated separately, so complex stratagem PLOTTING should only affect the call-in when the people in the ship are actually PLOTTING the stratagem's course, not making the shells fall slower.
People mad about the effects of upgrade clearly never bought sentry upgrades because then they'd understand that:
A) 33% is a whopping 3rd of the time and is very easily felt
B) Things have to fall to the ground from orbit, if they were putting thrusters on the pods (which would be sick), they'd say so.
I could see how somebody would be confused about this but it's doing exactly what I thought it would
Odd, I understood exactly what it does when I first read it, which is why it was my first purchase. I'm loving the faster deployments.
Thanks for the info Eravin!
NP thanks for watchin
Keep up the good work bro, just here for the algorithm.
Appreciated
I got the mortar one, and word of caution, it seems to sometimes work, other times stops the mortars from firing...
Yeah. I grabbed the universal 5% cooldown reduction as i saw that as benefiting the most things all at once. Ill probably get the reload speed one next.
It is self-explanatory, pods drops 4 seconds from orbit to ground and it can be noticed in normal gameplay, so everything else is just artificial delay that is removed by the upgrade. Maybe not everyone know that or understand or whatever, I understand that. Tho I would like it to negate debuff to call-in time
In fairness, instant EAT would ge nothing short of overpowered. Counter intuitivly, people would use the strategem i5self to kill heavies, then get 2 extra if needed. Like better 380, that also gives you 2 more 120's.
Still gotta collect the thing prime it and fire it then do it again for number 2 even instant wouldn’t be as instant as say railcannon strike or OPS
It does exactly as advertised, 33% reduction is way more the the eagles time reduction percentage
Mostly, I'm just disappointed by these new upgrades in general. As incredibly expensive as they are-especially due to the completely arbitrary restriction that is the resource cap-all of these seem, frankly, less useful than the previous upgrades you can buy for cheaper.
Apart from the mortar upgrade, none of them are even especially original or really change how the game is played. If anything, all it does is rewards playtime by literally making helldivers who play more going forward-since, realistically, the largest restriction to actually getting these is Requisition and samples-just have better stuff than everyone else. Their stuff gets called in faster, their guns reload faster, their orbital explosives have a larger radius, their cooldowns are faster... None of these fundamentally modify how the game is played, they're just a slight buff in exchange for, frankly, too much investment in time played.
I'd prefer it this way, as if I was a brand new player starting out just now and one of these upgrades was a major change in how the gameplay works, I'd feel annoyed at how long it would take for me to get that massive exciting gamechanger, rather than having most of those be more accesible with these being strong but not gamechanging bonuses for those players that have been playing longer.
@@rovelfox7832 Except most brand new players aren't going to be running around at Helldive difficulty, where many of those upgrades are seen as a standard.
I'm not saying that these need to be overwhelming; I just wish they weren't so needlessly expensive in a game that fundamentally limits your capacity to get them for no reason.
I can't tell you how many missions I've played where I earn thousands of requisition and a dozen common samples that I couldn't use because I was already at the cap.
These bonuses aren't worth the investment, and at this point, the fact that I can't get them quickly-not because I haven't played the game enough to have the resources to unlock them, but because the game literally won't let me keep the resources I've earned by playing-makes me want to stop playing the game.
I don't feel like the game is really going to give me a new and more enjoyable experience than what I've already gotten out of it already, and pointless upgrades like these just confirm that. The novelty has warn off, revealing what the game really is; a non-stop grind disguised as an original horde shooter.
The issue at the heart of the confusion is that so many of the game's systems just... aren't explained very well. We've had to data mine most of it to understand wtf is actually going on. Like armor penetration. What do the stats listed in-game even mean? Is there a level of penetration below light? What kind of armor is "medium" vs. "light" etc... and then, thanks to the data miners, we find out that there's additional levels of penetration that aren't even hinted at.
Similarly, all we get for stratagems is a "call-in time"... most people would assume that's the time between calling the thing and the thing doing what you want. You call in a support weapon with a call-in time of 4, you get your weapon in 4 seconds, right? Wrong, but we're not gonna tell you why! So yeah, the text of the upgrade tells you exactly what the effect is... but nothing else has told you that there's a difference between "call-in time" and the time it takes for something to happen. If you're observant you'll notice that the call-in times listed aren't the same as how long it actually takes for the stratagem to have its effect, but does that mean it's lying? Or it's bugged? Or is there something not being explained? It could be any one or more of those, but we have no way of knowing without AH actually telling us... which they haven't been particularly helpful in doing before now. (It does seem like they've realized they have a communication problem and are working to improve on that, so that's good at least.)
The game does a piss-poor job of explaining itself, and people are perfectly justified in being annoyed when it doesn't seem to work the way it says it does. Most people aren't hardcore devotees who seek out information online. Most people don't watch videos from creators like Eravin. They see what they see in the game and trust it to be telling the truth. When it seems like they're being deceived, they're going to be angry.
In any case, thank you very much for making this, Eravin. Hopefully it'll help some avoid the headache of feeling scammed because the game doesn't make itself intuitive in any way. Keep up the good work. :)
...and I'd love a video or videos explaining the other upgrades too. I'm especially curious about the mortar targeting one, since that seems like the least intuitive one in terms of how it *actually* affects gameplay.
I went for the reduced reload speed so I can go BAM BAM BAM with my beloved AC8 more.
Thank you for explaining in detail how good it is! The one that I chose to upgrade the first is 5% cooldown reduction for all stratagems. And I think I does not work at all. At least it does not show that in stratagems description. So for example orbital pricision strike was 90 sec. before upgrade and is still 90 sec. I did not check it in game though, maybe description is not updated. Can you please check that and if it is not working make another short video about it. That will help a lot of Helldivers! Given that Arrow Head are on summer break now it is not gonna be fixed soon :)
Luckily I saw a clip about this upgrade before I purchased it. I thought it will be like you mentioned an instant call down which is definitely OP for EAT. But of course, it's too good to be true. Now it's in the bottom of my list of upgrade priorities.
I went with the increased reload speed first. Really noticeable with the HMG and it's a Godsend in the middle of a firefight. I'm going for the buff of the orbital explosive radius next.
hmmmm ...soooo though I greatly appreciate the clear explanation throughout this channel. It enables me to make more informed choices on how I approach the game. I will just buy all the modules even if they are completely worthless to my present game play style. Given I didn't even know they were doing 4th and then 5th tier. Back to grinding for shiny orange ground fodder...my favorite part of the game, let me tell you. 😐
Call in time reduction of any kind is appreciated on my end as seconds count when the heat is on.
Fully expect everyone to get everything out of time, just spreading awareness this one might not be a good first pick
If people thought that, they've been diving into chargers a bit too much
I've had so many close calls calling EATs right before I get run down by a heavy so I can't wait to cut it even closer now
The support weapon launches instantly as stated. Travel time through atmosphere is obviously not impacted. Simply stated in a fun way.
The modifier still adding 50% is weird though when you compare how they read
Thank you so much for taking the time to make this video to clear this up for everyone! I appreciate you and your content brother
Since i'm a barrage enjoyer i instantly went for the 5% cd reduction on all stratagems.
For the second one i'm torn between the support weapons cooldown reduction or the bigger boom.
So the upgrade does exactly what I thought it would do. But if the call in time is zero, than +50% of zero is still zero. It shouldn't be affected by other modifiers.
Yeah I think that’s the hang up for most people
I guarantee you that most ppl that got that particular upgrade was hoping for universal weapon called the "Stratagem Launcher" as they definitely used stratagems to kill bile titans and walker striders
I've gotten the Orbital range increase first because I use the 380 a lot.
How was it? Did you see a significant improvement?
Haven't had a chance to really test it yes, but 10% radial improvement, along with the improvement in spread with the previous upgrade, sounds really nice.
That’s just kinda ass. Maybe if I ran expendable every single mission I’d grab it but I just don’t.
Same, not worth
I basically do 😂 so I'll get this to drop on charger heads
With this new ship module, I feel it could potentially increase the viability of the Expendable Anti-Tank to be used as a substitute for the Orbital Precision Strike. The EAT has roughly half the cooldown of the OPS. The OPS probably deals more damage than a hellpod, as well as the explosion damage. For its lack of AOE damage, I deem it to (potentially) be the Preciser Orbital Strike, with two delicious goodies inside
Ey thanks for the review, was 'bout to buy it thinkin' it was immediate, so I'm just gonna save up for Cross-Play Compatability!
I got suckered into buying this one first but I don't regret it because it means I can get to maining my autocannon across the entire map faster.
Another question I was thinking about; morale augmentation says it affects all eagles & stratagems individually. What does that mean? Are they talking about the 8-second pause between dropping eagles, or do they mean the rearm? The rearm is the cd for all eagles, but why not just list "eagle rearm"? If they are talking about the 8 second part I hope they round up and at least take a second off. I don't know how useful that would really be, but more explosions in less time is always a plus.
A call-in time of 4 seconds for EAT still makes it, effectively, a no-AOE OPS (or, at least, the old version of the OPS).
I'm looking forward to trying to kill bile titans and chargers *with* the pods in the future. I still think I want faster reloads first.
Likely yeah
awesome! it'll land before I get there
I understand some folks may have been confused I personally don’t feel they were reasonably so. I don’t know anyone who didn’t understand what was being affected or thought it meant instant accessibility 🤷♂️
Okay so this definitely going to sound mean but I don't care. If you read that description and think it means the support weapon is instantly on the ground, you're just bad at reading. Words have meanings and you should pay close attention to what specific words someone uses to describe something.
It says "launch" not "deploy", if you've played the game for the amount of time you'd have to have played to unlock this module, it should have been obvious to you already that the call in time for dropped things like weapons, resupplies, turrets, and vehicles, is related to the delay before the pod drops from the ship. We've had this same thing for the upgrade for the turrets so you should've already been able to observed this fact directly aswell.
If you misunderstood this upgrade description. That's your mistake for not reading the description carefully and misunderstanding fundamental game mechanics
Thanks for the info. I bought the reload upgrade instead and was wondering how it really changed the call in.
I wonder if I can reliably kill chargers and damage bile titans now by dropping an EAT down on top of the enemy. Chargers are interesting, as 4 seconds is around the time it takes a charger to turn around and start charging at you (experience from dumping numerous orbital precision strikes on them).
Immediately launched support weapons would still need to travel through the atmosphere to you. They didn't lie, people forgot about fucking air.
Yeah, figured, I had the same misunderstanding about the upgrade that made turrets deploy "immediately".
Super helpful, thanks! I will get it anyways and fast ... since I am one of those EATS-freaks :D
I thought it was immediate but after a game or two i realized there was additional timers
I took the First T5 Upgrade...so the Reload is shorter and it feels awesome...also looks nice at the Ship
I just got the one where all stratagems are cooled down by 5%. I have a hard time with samples so I haven't really been able to get a whole lot so I have to be careful
Yeah wish I grabbed that or just 10% reload
MAN I wish this video came out a few hours earlier. I splonked myself last night.
I got the 5% off cooldowns, saving for the 10% noom on orbitals next
instead of taking 7(or 6 for eats) only takes 4 seconds
since they need to travel through orbit
I bought SW reload speed and it made Helldive diff feel a bit easier
That’s probably my top pick
It still is very useful for all support weapon lovers
Never realized there are two different timers, I thought call-in time included ALL the time from requesting to landing. This...explains a lot of "inconsistencies" I wrongly perceived.
The rapid launch system upgrade for green strats work the same way.
@@OP10thNakama That's one of them XD
It does exactly what I thought it did. It's definitely a little lower on the priority list for me, but a welcome upgrade.
I have a question for anyone that might know. The payroll management system reduces the reload time for support weapons by 10%. What I'm curious about is does this affect the player themselves or the weapons the player calls in? Let's say me and a friend are playing together and I have this upgrade but he doesn't. If I call down a weapon and give it to him, will he have a 10 percent faster reload time from my upgrade or does it only affect me personally?
I still want an orbital falls faster thang. I want my precision strikes fast fall haha
Initially in a groggy slumber, I thought it was supply stratagems instantly deploy alongside your initial deployment, so you don't immediately call in a second hellpod and wait for ~7-12 seconds to start playing.
Was very disappointed to reread it. I got the reload speed first instead. Next up, 5% cooldown speed... woo...
This is off-topic, but if you ever do another tips and tricks video, you may want to bring people up to speed on how third-person aiming works in this game. Because I'd wager most people don't know, and a lot of what seems to be spread and bad enemy hitboxes at first glance can actually just be due to very unintuitive mechanics.
So, basically, you have two reticles in this game: The dot at the center of your screen, and the circle which follows where your weapon's barrel is actually pointing (and thus where the bullets will actually go). You move the dot where you want the circle to go, and then line enemies up in the middle of the circle when you shoot. Simple, right?
In truth, this is how the reticles work _unless_ they overlap. Whenever your center-screen dot is _inside the circle_ your weapon's barrel will magically contort, and your bullets will go directly onto the dot, no matter where the circle is. When they move out of alignment for any reason, and the dot is no longer within the circle, your bullets will start hitting the middle of the circle again.
This is the case for most weapons, except lasers, which will always shoot in the middle of the circle (because the continuous beam wobbling back and forth would look very silly, I assume). Some weapons (Like the Defender and Sickle, for example) also have innate spread, which makes this phenomenon harder to observe.
So if you've ever had a hard time hitting hulks in the eye with autocannon or railgun shots while sitting still, or you've missed an easy shot into a fabricator with a grenade pistol, this is probably why.
so not as powerful as it sounds.
Which is why I opted for the 5% extra CDR for my first upgrade, next on the list is that sweet increase to orbital explosives
It clearly states that it launches them *immediately*, LAUNCHES
It still has travel time
You can always hear the pod entering atmosphere while the timer is going down, so obviously that amount of time wouldnt be reduced. Just the time until the pod is launched, like it states in the description. Theres no controversie here, people just need to learn how to read
Agreed but also it's questionable why the planetary modifier still adds call in time when the call in time is 0 seconds
@@EravinVT Because the call-in time is still base 4 seconds which then gets modified by the operational condition. As for how that's supposed to work in the galactic narrative, I have no idea.
I'll never have enough samples for any of these. Usually play 3-5 missions a night and still haven't started getting the last upgrades they added.
They said "launch" not land. Jeez. 4 seconds is still fast enough to hit enemies with the pod. Still not first priority compared to the other new ones.
Making EAT one of the best now
What?? The English text was pretty clear. Not sure how people misunderstood that. It states that it LAUNCHES immediately, not ARRIVES immediately. Not sure how that's unclear.
Considering we only ever see a "call-in time" listed it's understandable that people wouldn't think there's a difference between them. The problem isn't the upgrade's text, it's the lack of clarity for the game's mechanics more generally.
People complaining about the new upgrades saying "They don't do enough and cost too much to get." Won't refute them costing too much, I'm way behind on getting them anyways, but they do enough, people just expect too much. Seconds matter on the battlefield so anything that saves any time is welcome.
I mean, people were asking for something for long term progression...
@HarryVoyager We literally have a major order for just that. We get the orbiting battle stations if we succeed this one.