This NEW Ship Upgrade was not what I expected in Helldivers 2
34,958
Publicado 2024-07-04
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PATCH 01.000.404
Todos los comentarios (21)
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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!
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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.
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Did people forget about the Rapid Launch System upgrade or something? Works exactly like that one.
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People were confused by this?! It's being launched from low orbit!
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It’s not instant EATs, but I’ll take it. EAT enjoyers gotta eat what they can out here
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Would have been nice if it countered the call in modifier as +50% of 0 should still be 0
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Why people are confused? It exactly the same description from the HMG Emplacement and mines Upgrade Module.
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The mortar targeting one is pretty good in the hands of the skillful.
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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.
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I have 5% more tesla towers now
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Well said, I want everyone to see this before buying any upgrades.
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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.
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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
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#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
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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.
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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.
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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.
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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
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Might be fun to have a "pre-deployment" booster, firing hellpods when you finish typing, and adjusting landing point if you throw early enough.
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Dang! Appreciate the info, I will definitely get this last