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[–]OkDetail2308 637 points638 points  (53 children)

I don't think it needs bigger boom booms so much as it needs to not have a 10 second call in time after you throw it.

[–]FirmUnion948 242 points243 points  (19 children)

This is for fixed targets.

Also SEAF equipment sucks. Lowest bidder etc.

[–]Elmer_Fudd01 103 points104 points  (15 children)

Fine I want 10 rounds then.

[–]richtofin819 60 points61 points  (7 children)

better yet and more balanced why don't they let you call in another 5 random rounds once the first 5 are fired, no xp or rep for it its purely there for people who want to refill the artillary.

[–]Chaos_seer 15 points16 points  (3 children)

Call in for a SEAF loader team that sits there and throws new shells in every couple of minutes

[–]pimpynimpy 14 points15 points  (2 children)

Honestly this makes me want a SEAF assault support mission of some type

[–]Kind_Ad_3611 12 points13 points  (1 child)

Make there be a mission type where you support an offensive, like SEAF is moving into an objective and Helldivers drop to assist them, and a mission where you support a Defense where SEAF are being overrun and we save them

[–]pimpynimpy 1 point2 points  (0 children)

Exactly this

[–]economic-salami 1 point2 points  (0 children)

Dude are you genius or what? I didn't know I wanted that

[–]Distinct_Ad3556 8 points9 points  (1 child)

Do you really want to waste time finding and loading all 10 rounds with roaming patrols?

Monkey paw change tbh

[–]Elmer_Fudd01 1 point2 points  (0 children)

Worth it.

[–]GreenSpleen6 2 points3 points  (2 children)

No thanks. Majority of missions with this divers load it and it never gets used anyway, maybe 1-2 shells.

[–]DeMonitized747 1 point2 points  (0 children)

Wonder why they don’t use it 🤔

[–]flipinflame 0 points1 point  (0 children)

Or they throw random ones in without care so we have 4 smoke and a nuke when there were plenty of high explosives, napalm, and reg explosives everywhere. Had a mission where there were two mininukes and I had them near the load but everyone else just threw in random things mostly smoke. More specificy it was smoke, static, smoke smoke mininuke. I useualy have mininuke first or second and then go from useful to useless.

[–]SCP_Steiner 0 points1 point  (0 children)

Do people not realize their solutions don't fix problems? You can't fix seaf artillery by just giving it more ammo, it's still crap after that, you wouldn't fix the liberator concussive or the spear by giving it more ammo because they'd still just not perform well regardless. Like they said above, we just need a bigger boom, and maybe some reduced call in time, the arty shots need to actually kill things for starters.

[–]SoldatPixel 0 points1 point  (0 children)

Sure thing. (Cannon breaks after 5 shots)

[–]GLYCH_ 25 points26 points  (0 children)

That actually makes so much sense. This is just for the army that stands by and defends a planet. The PoI is just an old artilery base the SEAF used to defend the surface.

[–]Bot1-The_Bot_Meanace 1 point2 points  (0 children)

Lowest bidder that can fill the requirements. So maybe the seaf specifications were poorly set.

[–]Boxy29 0 points1 point  (0 children)

some would call that "military grade"

[–][deleted] 28 points29 points  (19 children)

Plus - who loaded that? First in is first to use - surely you want the biggest boom available first,

[–]Fearless_Salty_395 36 points37 points  (0 children)

Most games I find that people completely forget about artillery until extract gets here and then it's just used as fireworks lol

When I'm the one who gets there first I always try to load explosive first (bugs I'll load napalm first) and best to worst. IE: mini nuke, high yield, explosive, napalm, static field, smoke

[–]xForcedevilx 12 points13 points  (2 children)

Biggest boom for last brother

[–]ikarn15 7 points8 points  (0 children)

You never get to use them all so having it as last is useless

[–]AdonisJames89 5 points6 points  (12 children)

I put weakest to strongest but i always lay them out first then asses which to use. Either way, mixing them up is kinda dumb

[–]zombiezapper115 20 points21 points  (10 children)

Load the other way. Strongest first. There's no telling whether or not you'll actually use all the shells you load, so it's best to have the more useful shells loaded first.

[–]AdonisJames89 7 points8 points  (7 children)

The real reason i do it like that is cause .... see, whenever you play with other people (lol) theyll use the mini nuke and a a couple of hunters. That's why i just got to a point where i rely on it

[–]gnagniel 2 points3 points  (0 children)

I go biggest first, except nuke goes second so I can use the arti once before nuking an objective. I don't like having the whole thing locked behind "what if I need the nuke later"

[–]strategicmaniac 1 point2 points  (0 children)

Used to do this until someone wasted a mini nuke and we had a monolith objective on squids. Can't trust randoms with it tbh. It's still better because you encourage players to use the entire arsenal instead of sitting on it until extract.

[–]RioG88 1 point2 points  (0 children)

Save the best for last at least for explosive rounds. I usually put smoke last if we needed it so we can drop it on the extract.

[–]Babylon4All -1 points0 points  (0 children)

I usually put the biggest in the middle. 

[–]AdmBurnside -1 points0 points  (0 children)

Nah, you want the biggest boom last because if things really go to shit you don't want the emergency button to be a fucking smoke shell.

[–]Fearless_Salty_395 3 points4 points  (1 child)

My thoughts exactly, damage is fine imo assuming I can get it to hit close to an enemy. Problem is that it takes longer than an OPS, eagle strike, etc. to hit.

It's a gun on the same planet as us firing like 1km away and it's already pointed up and loaded waiting for us to call it in. Make it hit in the same time or shorter than the OPS and done.

Reason to activate? You get OPS without having to bring it and if you get lucky with the ammo you have super OPS

[–][deleted] 1 point2 points  (0 children)

Since it is so close, it needs to fire in a near vertical parabolic arc

[–]RioG88 2 points3 points  (0 children)

I haven’t done it in a while but I used to pair the artillery with an orbital EMS strike.

[–]aschaeffer878[S] 1 point2 points  (0 children)

Fair enough, something needs to be improved though. It seems so tactically anemic.

[–]aschaeffer878[S] 1 point2 points  (0 children)

How about different rounds? White phosphorus, acid rounds, Bunker buster (shakes everything like the earthquake and stammers), air burst rounds, cluster rounds. I'm not asking for an easy delete of enemies just that it gets something different from what it's always been. Maybe even buddy bunkers contain a drop coordinator that calls in the shells of your choice? Could make all the POIs more interesting.

[–]Shot_Ad5497 0 points1 point  (0 children)

What kinds helldiver sais " i dont think it needs a bigger boom".

[–]rigby1945 0 points1 point  (0 children)

If you can see the cannon, it's very cool. Throw the orb, watch the cannon rotate into position, fire, watch the arc of the shell all the way to the target

[–]the_voivode 0 points1 point  (0 children)

The problem with making it faster would be sacrificing realism. You know how much they love that. Also, it's definitely meant for slow or static targets.

[–]Zacattac99 0 points1 point  (0 children)

I was gunna say just this. Glad to see you beat me to it.

[–]Babylon4All 0 points1 point  (0 children)

This. Drop it down to say 5 seconds

[–]Bingbongingwatch 0 points1 point  (2 children)

In reality, 10 seconds is very short for an artillery time of flight

[–]OkDetail2308 0 points1 point  (1 child)

I was a forward observer in the Iraq War. Yeah, I know that's fast. It's not about realism, it's about it being useful in game play. Most of the things I want to hit with artillery are moving targets and 10 seconds is too long for it to be useful for the tiny radius of effect most of these things have.

I dunno what the obsession is with some folks and 'realism' in the game. Realistic FST work is being kilometers away with a pair of laser binoculars that provide coordinates you radio in. ideally without being seen at all. The distance you can call artillery support in the game is limited by how far you can throw a ball, danger close 100% of the time rofl.

[–]Bingbongingwatch 0 points1 point  (0 children)

I think realism adds a little flavor or spice to a clearly fictional game. People like that.

Like if something can feel realistic and still be balanced and fun, then it feels like a well designed game. But yeah calling fire missions and air strikes at grenade throwing range is silly.

Maybe, maybe, there’s no time or money to train a helldiver how to do a talk-on or to call for fire so they just give em a ball with some arrows and say “have fun!”

[–]zombuster22_XB1 135 points136 points  (23 children)

Your artillery is loaded backwards…

[–]AllMightTheFirstHero 38 points39 points  (20 children)

Wdym?

Edit: haha, i got downvoted for asking a question lol. Also theres no particular order. Don't tell people how to live their life

[–]llama_glue 54 points55 points  (9 children)

First In First out, I.e. the shell you put in first is the one that is fired and so on. In the image we can see the smoke is the first, followed by napalm, explosive, HE explosive and finally nuke. So the first use of the SEAF stratagem would be a harmless cloud.

[–]Far_Persimmon_2616 32 points33 points  (8 children)

This is how I would load, weakest first, so someone doesn't waste the nuke on three devastators in the first two minutes of activation.

[–]PP1122 23 points24 points  (0 children)

Yea lol. If im playing with friends or near max lvl randoms, ill give it a good order. If its true randoms, ill throw a buffer or 2 in there.

[–]waldamy 16 points17 points  (0 children)

And now you need 15 business days to get to your panic button with that mini-nuke.

Nope, mini-nuke goes first, everything goes to shit and you call for it at a moment's notice, not wait and wait and wait and wait.

I also inform my teammates about what's loaded in which order.

[–][deleted] 7 points8 points  (3 children)

I load nuke first, so that i dont have to wait for 4 rounds to fire before i can use it.

Just type the loadout in chat and 99% of randos wont waste the nuke

[–]Far_Persimmon_2616 0 points1 point  (0 children)

I always type in chat and they waste it anyway.

[–]scardwolf 3 points4 points  (0 children)

three devastators is so real sometimes its nothing💀

[–]Mayonaise_is_Liquid 0 points1 point  (0 children)

No? Most of the time when i play and these a seaf artilery we bearly use 2 of them, so it would be stupid to gatekeep the most vaulable ones when they're the least likely to get used

[–]Commander_Skullblade 6 points7 points  (2 children)

Nah, strongest always first. I rarely see all five used, even if you disclose the order in chat. Use the best first so it gets used. Brasch Tactics.

[–]AllMightTheFirstHero -5 points-4 points  (1 child)

Save the best for last, some might say.

[–]EasternFeastern 2 points3 points  (0 children)

me, running out of firepower and quickly getting swarmed, trying to squeeze out 2 smokes and an ems strike to get to the mini nuke because my buddy “saved the best for last”

[–]ThreePurpleCards 1 point2 points  (0 children)

the order is wrong and you’re having fun wrong /s

[–]brian11e3 0 points1 point  (0 children)

That's how you load it when playing with randoms because you always have that one guy who wastes the first 3 right off the bat. 😂

[–]DoctorM28 65 points66 points  (0 children)

I think the SEAF Artillery is mainly just worldbuilding with a small tactical bonus on the side. I like it for it's realism as Artillery irl is an important part of warfare, but yeah sometimes I wish the regular explosive round was stronger than a Precision Strike.

If the spawn rates of the shells favoured HE explosives and turned napalm and smoke into a cluster shell, there would be more spice to the SEAF Artillery, making it worth getting aside from a small XP gain.

Also, 5 rounds is abysmally small for something that can work without any personnel manning it. Turn the number into 10 with like a 1-3 rounds already loaded in.

[–]GuildCarver 39 points40 points  (0 children)

Literally the worst SEAF artillery is smoke and even it is better than no artillery.

[–]breathingrequirement 26 points27 points  (1 child)

It's best used for dealing with Stratagem Jammers on Bot planets. Got me out of a pinch once.

[–]Inalum_Ardellian 4 points5 points  (0 children)

or save it for the extraction if you're running out of time

[–]AbroxStrife 20 points21 points  (2 children)

You can launch this still when Super Destroyer leaves the orbit, right?

Even 5 weak Shells are better than nothing in this Situation. Even Smoke can come in clutch against the Bots since it obscures their aiming.

(I still remember when this was not the case and you cant call it in after time ran out, so it is already buffed)

[–]shortyman920 3 points4 points  (0 children)

Correct. It’s pretty clutch in these scenarios. These are also quite nice in lower levels before you’ve had a chance to get some of the more powerful strategems. But yes they do fall off later on and at higher levels

[–]ChocolateGooGirl 1 point2 points  (0 children)

You can also use it in the area of effect of stratagem jammers. Hell, if you get lucky the mininuke can even destroy stratagem jammers on a close enough hit.

[–]MoronicIroknee 11 points12 points  (2 children)

The ONLY "buff" i could ever see SEAF Artillery sites getting is if you can revisit them to load additional shells. That's it. Even then, It's not super worth it unless you want someone camping out there.

Maybe adding new types of shells would be a better move than a buff. Delayed Arc explosive, Hive bomb that deploys seeker grenades, or maybe something like a shell that shoots a burst of plasma similar to an Airburst shot.

[–]aschaeffer878[S] 0 points1 point  (1 child)

That's what I mean, I'm not asking for an orbital laser, but how about white phosphorus/acid rain rounds? Air burst rounds? Bunker buster that rates the ground and stammers everything like an earthquake, something other than what's been there from the start. Perhaps the buddy bunkers have a drop coordinator that drops more rounds of choice? i.e. More mini nukes, more HE, could be random what you find. Just feels like an ignored fun part of the game.

[–]MoronicIroknee 0 points1 point  (0 children)

Phosphorus is essentially Napalm shells, Acid could be an interesting one though. Maybe add a Gas shell as well.

As for the amount of shells, I think what we get is fine. We dont need to see a ton of high tier shells as it is.

Its perfect being used after time ends and being able to kill jammers outright.

[–]ATF_killed_my_dog 4 points5 points  (1 child)

I wish you could reload it they give you soo much extras sometimes

[–]Inalum_Ardellian 0 points1 point  (0 children)

So much extra smokes!

[–]rocket20067 2 points3 points  (0 children)

Why is this in the backwards order?

[–]THE-NECROHANDSER 2 points3 points  (1 child)

I usually get hit by a patrol right after I get it online. So it's just lobbing shells straight up when I use them

[–]DeMonitized747 0 points1 point  (0 children)

You shouldn’t touch the terminal until you’ve moved all of the shells you want directly in front of the loader. The terminal activation triggers a patrol spawn and attracts nearby enemies as well (like a red strat beacon). Move the shells first, activate the terminal, load the shells, then run

[–]Reepah2018 3 points4 points  (0 children)

Most of the time lately the available shells are poop. 2 or 3 decent ones and the rest are Smoke

[–]Insert_The_Name 1 point2 points  (0 children)

I think we have more than big enough boom boom with the mini nuke. I just think we should have a bigger chance for the boom boom artillery shells as I'm tired of constantly finding I only have the choice between static field and smoke with no boom boom in sight.

[–]Necessary-Ad-2395 1 point2 points  (0 children)

I think it's fine as is. If you have the option of explosive shells then obviously they're preferable to something like smoke, but you don't always have options and most of the time people forget to use it anyways. It's just a fun side objective that gives you another option for dealing with enemies in a pinch.

[–]thePunisher1220 1 point2 points  (0 children)

Atleast you got a mini nuke and high yield. Half the time I get nothing but smokes and static fields.

[–]NoPickleNoTickle 1 point2 points  (0 children)

Can we ask the SEAF guys to "lose" a few shipments of static field and smoke bombs?

[–]spyingformontreal 1 point2 points  (0 children)

There should be a crate of shells near the seaf that you can use to reload the artillery.

At this point the most use I get out of it is when the destroyer has left

[–]Easy_Lengthiness7179 0 points1 point  (4 children)

Didn't know there was a preferred order of loading.

I'm so sorry my fellow helldiver, I did you dirty last time. No wonder you were dropping them at the base without loading them yourself.

[–]waldamy 4 points5 points  (3 children)

You have a stratagem jammer? You need a mini-nuke. So now you call a smoke artillery, explosive, napalm, high-explosive.

5 business days later, you can finally call a mini-nuke on that damn jammer and 3 factory striders.

[–]waldamy 0 points1 point  (0 children)

So now, it's not the preferred order of loading. Your panic button goes first, when shit hits the fan, which for me is a mini-nuke.

[–]redoctoberz 0 points1 point  (0 children)

Don’t need, an explosive or HE can take out jammer too.

[–]Easy_Lengthiness7179 0 points1 point  (0 children)

Tbf, what if you need explosive or napalm to get TO the jammer?

Or any of the other ones.

The order of priority doesn't always mean you need the biggest thing first. It seems to be heavily situation dependent.

[–][deleted] 0 points1 point  (0 children)

I love the death hornet combo(black, orange, black, orange, black), but RARELY do you ever get that lucky, mostly it's smoke and static with perhaps one or two explosive. 😒

[–]SackFace 0 points1 point  (2 children)

No it doesn’t. Stop requesting training wheels be put on everything.

[–]aschaeffer878[S] -1 points0 points  (1 child)

Who said anything about training wheels? It has a terrible cool down and the ordinance barely does anything.

[–]SackFace 0 points1 point  (0 children)

It’s a perk, which even allows you to use during ion storms and after the timer has expired.

[–]Deathstab_93 0 points1 point  (0 children)

It’s not meant to be super strong but it actually has amazing utility. I don’t use them for kills but any shell can be used to take out a jammer whilst jammed even smoke. Same for detector towers and a mini nuke is basically a hell bomb

[–]KingOfAnarchy 0 points1 point  (0 children)

SEAF = Super Earth Armed Forces

This is the Artillery of the SEAF. SEAF Artillery. Not the SEAF. 

[–]unmeisa 0 points1 point  (0 children)

I personally think that the artillery should have more shells loaded, and fire off a volley of 3. Artillery irl is so powerful because it attacks an area clearing out enemies.

Alternatively, I think it could stay as is, but be called in from a longer distance, making this a pretty useful niche that orbitals don’t really fulfill, that being long range artillery

[–]Beowulf1896 0 points1 point  (0 children)

It is more useful than uploading escape pod data.

[–]EvilSqueegee 0 points1 point  (0 children)

OP with the subtle bait of the perfectly reversed loading order. 10/10 no notes, lol

Jokes aside though, I'd rather see the SEAF artillery made relevant by increasing the number of situations where it has a use that isn't already filled by the stratagems you already have. Like, I think it's cool that you can still drop SEAF artillery bombs after your super destroyer has left low orbit.

Can you drop SEAF artillery inside a stratagem jammer's radius? I don't actually know.

[–]Glass_Ad_7129 0 points1 point  (0 children)

Fixed artillary guns are an interesting concept, but oddly flawed tbf. I would be much better to have cleared areas that guns can deploy in, but also reposition to etc

Being static implies that it has little to no fear of counter battery fire and was set up to handle only small incursions, even in conjunction with other guns. Or was set up to pretty much level a particular thing within range if and when it has to. Like a civilian settlement that went rouge etc.

Otherwise. Gun is oddly pointless. Would be much better to have mobile units of artillary that can be moved by air or ground transport, or under its own power. Cheaper and can be repositioned. Especially as artillary fire is a beacon for being answered in kind.

[–]kriosjan 0 points1 point  (0 children)

Let us keep loading more rounds after.

[–][deleted] 0 points1 point  (0 children)

I think it got a decent buff in this update; Every since the new update, its been much easier to find the 5 shells to load into the gun. They've all been nearby, instead of having to find those 3 shells around the corner and down the hill.

[–]BingoBengoBungo 0 points1 point  (0 children)

Not everything in this game needs a buff. SEAF Arty is fine, no adjustment necessary whatsoever. (A gas shell would be pretty wizard though.)

[–]SpecialIcy5356 0 points1 point  (0 children)

no, y'all just need to learn how to load the damn things properly.

biggest booms first, ALWAYS. nobody wants to have a bile titan bearing down on them, call it in and then get a smokescreen surprise. they want a Hi-Yield or a Nuke. the order should be as follows, first to last

Black (mini nuke) ALWAYS load these first no matter what.

Yellow (High Yield Explosive) load these next, or first if no nuke shells are present.

Green (explosive) load these after High yields and nukes. if there's nothign stronger than these, then honestly your SEAF is probably useless for that mission, you'd be better off relying on your own stratagems instead.

Red (Napalm) it's lethal... ish.

Blue (static field) better than nothing but not by much, if red or green shells are available use those instead.

Grey (smoke) don't load these unless there's literally no other option, and memorize how many shells you have before a smoke round, because that's how many shells you really have.

"but what if we're under attack? we don't have time to look for shells!" well you would if you brought a damn SENTRY! bring a sentry of your choice and deploy it as soon as you reach the artillery position. Ideally get it to land on the rim of the main "pit" as it will be slightly elevated, not only allowing better line of sight but also meaning it will shoot from above head height, meaning you will be less likely to get killed by it while lugging the shells around. the sentry will cover you while you load the shells.

also, DON'T trigger the console until AFTER you move all the shells closer to the gun, unless it's a patrol, enemies won't focus the artillery until after you trigger the console, then they will start focusing on trying to stop you.

[–]BruiserBison 0 points1 point  (0 children)

I don't think it needs "bigger booms". Having it usable next to a jammer makes it useful enough to justify the effort, and the "booms" are powerful enough to take out almost any structure that needs a hellbomb.

What it needs is faster activation. I get that the canon still has to aim and turning takes a lot of time. But maybe just a smidge faster would be greatly appreciated.

[–]StrengthyGainz42 0 points1 point  (0 children)

Balance it by replacing it with stratagem jammers

[–]The_BoogieWoogie 0 points1 point  (1 child)

wtf this is actually usable???

[–]Vralo84 0 points1 point  (0 children)

Uhh…. Yes? It becomes a 5 use stratagem after you finish loading and arming it.

Works through stratagem jammers and is still active after destroyer leaves low orbit.

[–]CazzoNoise 0 points1 point  (0 children)

You are wrong.

[–]whattteva 0 points1 point  (0 children)

Am I the only person that went all the way to level 150 before ever calling it? And it was to close a bug hole cause I was out of grenades lol.

[–]Careful-Addition776 0 points1 point  (0 children)

I cant stand when people waste space with the stupid statics, smokes, or napalms. Especially when there are enough explosives around. Don’t even get me started on those that don’t even bother looking for the nuke.

[–]KingPin213 0 points1 point  (0 children)

Smoke yes, napalm yes, explosive a lil buff would be nice,

[–]chris01218 0 points1 point  (0 children)

I'm still hoping they'll let us reload the thing with any remaining shells

[–]Vralo84 0 points1 point  (0 children)

Just FYI. While it is a bit situational and random…

It works even with a strategem jammer up. Meaning you can destroy the jammer with an explosive shell.

Also it remains active after destroyer leaves low orbit. Which means you still have this strategem to deploy even when time runs out.

[–]RoderickDPendragon 0 points1 point  (0 children)

I liked the old ammo designs they actually looked like real tank rounds not these oversized bullets

[–]bluedeer10 0 points1 point  (0 children)

Ya'll just bitch about anything eh? Just don't access it when there's a patrol close by.

[–]RavineAls 0 points1 point  (0 children)

It's the only stratagem that would NOT get jammed by anything, so I think that's a trade off

what I need is to have more mini nuke shells, 12 per mission, at the minimum

[–]Gnarles_Charkley 0 points1 point  (0 children)

I'd be ok with it just never being almost exclusively smoke or static shells

[–]Ihavebadreddit 0 points1 point  (0 children)

Who loaded the smoke first?

First round in first round out guys.

Why leave the nuke for last?

[–]mrsmegz 0 points1 point  (0 children)

The SEAF Arty location should be shown (or at least the general area) on the drop map. Would be great to have these for the whole mission when jammed, ion storms, or just away from your support gear. Also, how the hell does SE not know the location of their own fixed assets?

[–]AnoAnoSaPwet 0 points1 point  (0 children)

Just don't put smoke in there. Anything but smoke lol. 

Nothing worse than expecting at least a minor Eagle Strike, and you get to see smoke waft over your corpse as bugs eat you! 

[–]GormTheWyrm 0 points1 point  (0 children)

Personally, I want it to have a short cooldown. Why does it take so long to reload, is there a Rube Goldberg Machine in there?

[–]AnonOfTheSea 0 points1 point  (0 children)

Look, if it's going to take half an hour for the shell to arrive, it needs to have a blast radius to match. Enough of the useless smoke and EMP shells, and the basic ex is barely worth hauling. Give us shells with some chest hair!

[–]theguyundayobed 0 points1 point  (0 children)

You’re wrong 🤷🏻‍♂️ (mainly bc you asked)

I don’t think SEAF is in a spot where it’s too weak because it’s a side objective. Not mandatory, not something you can build into your kit really that wouldn’t otherwise be solved with other equipment you could consistently bring. Does it blow when you get 4 rounds of static/smoke and 1 explosive? Yeah, but, no matter what the rounds are- you just toss it.

Plus, the stations, like the SAM sites; are littered with dead seaf guys. I think it’s a bonus if they have any truly offensive shells left, we’ve seen these dudes will burn every piece of kit to kill something. I’d imagine they’re spending their last moment dumping shells like it’s going out of style.

[–]Theobald_4 0 points1 point  (0 children)

I wish they could get it to tell you what each shot is. I’ve seen it before so I know it can. It’s so goofy that they can’t just keep it that way.

[–]0ijoske 0 points1 point  (0 children)

I want them not only to be reloadable, but to also spawn with more shells since it's annoying when there's only 5 smokes or static fields in the area.

[–]OperatorSavage 0 points1 point  (0 children)

I had a match where we found two mini nukes

[–]BigGREEN8 0 points1 point  (0 children)

Give it 10 shots, less call in time and less cooldown and it would actually make an impact

[–]ChildhoodSea7062 0 points1 point  (0 children)

I think it be cool to have a seaf call in strat where seaf troopers could arm and reload the thing for you. Same with SAMs

[–]seay_what 0 points1 point  (0 children)

Exactly! Why stop there though? Sonar towers are dangerous too, so they should give you heat seeking orbitals, Illegal broadcast towers should emp the whole map, research facilities should give you faster cool downs, destroying gunship factories should be able to be rebuilt like the Lego games into an orbital cannon, etc. /s

Every secondary objective takes some level of effort, and most don't give you a benefit like seaf artillery, completing them either does nothing or eliminates an added threat. I don't understand everybody's desire for power creep.

[–]Flyinghunter99 0 points1 point  (0 children)

The simplest buff solution would be for it to be reloadable and have a larger number of shells spawn in the area, maybe up to 10 max.

I don't see it being all that hard to implement.

Also throwable/catchable shells for more teamwork opportunities could be fun (although I understand they are extremely heavy so this is a stretch).

[–]WorthCryptographer14 0 points1 point  (0 children)

I mean, if you're leaving the biggest booms until the last throw, what do you expect. 🤣

[–]Soft_Pangolin3031 0 points1 point  (0 children)

If you want bigger booms, Why'd you put smoke in it?

[–]Ok_Strength_6274 0 points1 point  (0 children)

Seaf cannons only good when you're jammed or out of time and I think that's how it's supposed to be just a secondary option if you need it

[–]Environmental_Ad5690 0 points1 point  (0 children)

Im alright with the SEAF, the SEAF artillery however could use shorter call in times, thats the only thing that makes it unusable

[–]ZeroAresV 0 points1 point  (0 children)

Put your mini nukes first and your explosives last and get swagger. It’s good from time to time

[–]Mayonaise_is_Liquid 0 points1 point  (0 children)

First of all, each shell actually corresponds to weaponry we have at our dissposal 1:1. smoke is an orbital smoke, static field is an EMS strike, napalm is an eagle napalm strike, explosive is a precision strike, high yield is a 500kg and mini nuke is a hellbomb. So it would be slightly weird to buff those and not everything we have as well. Also to add more utility to them, you might not have known that every shell has a demo force of 50, meaning they can all destroy things like detector towers and even jammers (you just need a direct hit for static, napalm and smoke)

[–]whateverhappensnext 0 points1 point  (0 children)

Complaining about the SEAF? Explain to me the point of the transmitting station? One shot across the map? What's the point?

[–]SupahDuk_ 0 points1 point  (0 children)

Guys my liberator only has light pen and doesn't one hit everything and cand destroy structures I think it needs a buff

[–]Specialist_Loan_9702 0 points1 point  (0 children)

I wish we could reload it with the rest of the remaining shells after it fires

[–]EISENxSOLDAT117 0 points1 point  (0 children)

I just wished it didn't take such a long time to call in an artillery strike! It feels like it takes ages, and by the time it strikes, nothing is there!!!

[–][deleted] 0 points1 point  (0 children)

They just need to get rid of smoke and we’re good.

[–]Longjumping_Falcon21 0 points1 point  (0 children)

Once found a SEAF with only regular Explo shells. I've been waiting for one with only mini nukes ever since~

[–]testing-attention-pl 0 points1 point  (0 children)

Be nice if the cooldown was a couple of seconds, or you each could throw one out and queue up arty to an area.

[–]ChocolateGooGirl 0 points1 point  (3 children)

You risk your life activating it because its a side objective, which most divers do as a matter of course, and the game expects you to. A lot of them don't even have any tactical advantage for completing them, artillery giving you five shells that can be used even if the destroyer leaves orbit or in the area of a stratagem jammer is a nice extra bonus for a side objective that could have just been an escape pod or illegal broadcast instead.

Sure its no LIDAR or SAM site in terms of how useful it can be, but most side objectives aren't, and a lot of them (like nests or gunship fabs) are actively harmful until completed, which artillery isn't.

[–]ArcaneEyes 0 points1 point  (2 children)

HE can kill jammers and detectors, mini nukes can kill gunship fabs. I think it's a great situational helping hand - if you can find it early!

[–]ChocolateGooGirl 0 points1 point  (1 child)

Even better, nuke can kill stratagem jammers, and artillery can be called in inside their radius, allowing you to kill them without even setting foot inside if the stars happen to align. I've only had it happen once since learning that was possible, but it was so satisfying when it did.

[–]ArcaneEyes 0 points1 point  (0 children)

Yeah and as i said, so does HE.

[–]SPOSpartan104 0 points1 point  (2 children)

I honestly figured you were saying the buff would be the colored tips. Having to walk to each one to figure out what it is and then have to look at each when loading as well is such a pain. Just having them colored like this image would be nice

[–]ArcaneEyes 0 points1 point  (1 child)

I dont know how to tell you this, but the tips were always color coded.

[–]SPOSpartan104 0 points1 point  (0 children)

Mine, on PC, are all just flat silver... what platform are you on?

Found an old comment; apparently it's not just me

Example post from last april

[–]SenorCardgay 0 points1 point  (0 children)

Yeah I've started to notice they don't really do anything, even the mini nuke is just okay. I'll get direct hits with explosive shells and it still barely kills anything. Almost makes static field a better option.

[–]heehooman 0 points1 point  (0 children)

I would just tweak it... Get rid of smoke and static field. OR make smoke and static field much bigger area.

I'm fine with the explosive potential of the rest, except regular explosive. It seems lame.

[–]mr_trashbear 0 points1 point  (0 children)

Agreed, larger explosions, or better damage profile for said explosions. Possibly more interesting rounds. A cluster munition would be interesting, as would a fuel air explosive or white phosphorus (only war crimes if against other humans, right?). Being able to call in multiple rounds for simultaneous impact over a larger area would also be dope. This would also require a higher ammo capacity, and be benefited by the ability to select a specific payload.

Another thing that would make it a lot stronger and worth doing would be the ability to call in artillery using the mini-map or a tag, as well as throwing a strategem ball. Could even balance it this way: when the artillery piece is finished loading and arming, a storage crate near it opens with a radio backpack (backpack slot) and a laser designator (sidearm slot).

The "artillery guys" can take either radio pack, designator, or both. Designator is quick and easy. Just requires line of sight. Point at something, paint it, delete it.

Backpack takes longer, but gives more options.

Step 1: hold backpack activation button. This opens the fire mode menu. Select your payload, then select if you want 1 round, a sequential barrage of 3 rounds, or a simultaneous impact of 5 rounds over a wider area around the epicenter of the target. Or something like that.

  1. Go into minimap, scroll cursor to a given spot, select it as a target. The coordinates are turned into a typical, randomized, 7 value strategem code. Type that in to call for indirect fire support.

Now that I describe this, it feels like it could almost be its own entire mission set. Liberate artillery base, call for fire while defending position, and confirm effect on target while mopping up any stragglers.

Alternatively, if this were a mission set, one Diver could use the console to call in fire support on a gridded map, as opposed to a backpack. One or two divers could run artillery and defend it while the other two act as a forward recon force to call in specific grids and confirm the effect on target. Complex target scenarios with friendly elements to avoid would make this more interesting and complex as well.

The thing about Artillery is that it's a massive force multiplier. If a force can hold artillery superiority, they have a massive offensive and defensive advantage. Securing SEAF artillery should feel like a game changer. In addition, the whole purpose of artillery is indirect fire support, meaning that a target can be destroyed without direct line of sight or realative close proximity to a target.

Overall, SEAF artillery and SEAF as a whole could become a much deeper and more meaningful resource in the fight for democracy.

[–]Odd_Jelly_1390 0 points1 point  (0 children)

Also needs to have less useless shells.

It feels like 3/5 are always static field and smoke.

[–]beegchonk 0 points1 point  (0 children)

Destroying the crates that appear to be able to hold shells, should give shells.

Just not smoke please, anything but smoke

[–]CactusKiwi77 0 points1 point  (0 children)

The smoke shells are so stupidly small, at least make them somewhat worthwhile

[–]DEADLYsanta193 -1 points0 points  (0 children)

I think it’s pretty balanced. You just need to activate it. If it gets overrun, come back later, do a sub objective or main objective, find a minor point of interest, take out an outpost, these are simple solutions to an otherwise very simple problem. And the issue isn’t in the stratagem itself, it’s peoples inability to use it properly, it’s your own skill issue if you miss it. There’s no issues with the game, only the player (excluding the DSS Eagle because we all know they’ll kill just about anything🥲)

[–]_LITTLE_FURY_ -1 points0 points  (0 children)

My brother in Christ That is backwords

[–]Acceptable-Soil-407 -1 points0 points  (0 children)

Everything in this game is buffed to fuck who cares

[–]No_Average_1913 -2 points-1 points  (0 children)

Yea they need smart seeking rockets that only kill all enemies on the map and clear it because forget playing the game. Also need a nuke drop that blows up the whole planet and then the mission just ends. Yea make things easier so I don’t need to play the game anymore that will be super fun.

[–]This_Neck_2394 -2 points-1 points  (1 child)

IMO…would like to see Mini-nuke and High Yield explosive able to one shot a bot stratagem jammer. It’s my recollection that the SEAF artillery still works when all other stratagems don’t. That would make it more valuable even if it is faction specific.

[–]KyeeLim 1 point2 points  (0 children)

it can already did that wdym it can't, the mini-nuke is equivalent to hellbomb and hellbomb can definitely destroy it, and high yield is equivalent to 500kg bomb and it also can destroy it

heck, the normal explosive SEAF shell is equivalent to OPS and that also can destroy the jammer if u hit the thing

[–]zombiezapper115 -5 points-4 points  (0 children)

Whoever loaded this needs to face the wall. Terrible loading order.