This summary of the video was created by an AI. It might contain some inaccuracies.
00:00:00 – 00:15:31
The video consists of a detailed assessment and ranking of various orbital strategems in "Helldivers 2," focusing on their effectiveness in different scenarios. The Orbital Smoke Strike is criticized for its lack of stealth benefits and environmental challenges, while the Orbital Gatling Barrage and Orbital Gas Strike show limited effectiveness with some specific uses. The speaker discusses the 120 and 380 barrages, with the latter deemed more effective for tougher targets despite both being inaccurate.
Several other orbital strikes are evaluated, including the Orbital Walking Barrage, which is useful against mechanical targets but less effective against bugs. The Orbital Airburst Strike and EMS Strike are noted for their strategic benefits, with the latter being particularly effective due to its ability to stun enemies.
Key tools like the Orbital Precision Strike and Orbital Laser are praised for their power, although the Laser's significant cooldown time is a drawback in longer missions. The Orbital Rail Cannon Strike is highlighted as the top-tier choice for any mission due to its power and efficiency, despite occasional targeting issues. The overall conclusion stresses the importance of incorporating at least one orbital weapon in any loadout for optimal gaming performance.
00:00:00
In this part of the video, the presenter discusses and ranks the effectiveness of different orbital strategems in “Hell Divers 2”. The orbital smoke strike is ranked as the worst due to its ineffectiveness in providing stealth and the environmental challenges it presents. The orbital Gatling barrage is considered slightly better but still underwhelming, as it primarily takes out weaker enemies and is not very effective against bots. Lastly, the orbital gas strike is described as a mixed bag; while it can soften up enemies and conserve ammo, its damage-over-time effect is weak and it poses a significant threat to players due to its lingering, deadly gas.
00:03:00
In this part of the video, the speaker discusses the effectiveness of two types of barrages in a game. The 120 barrage, despite its recent patch improvements, is still deemed less effective and more dangerous due to its inaccuracy and potential for team kills. It is considered useful for thinning out enemy bases, but not powerful enough compared to the 380 barrage. The 380 barrage, although similarly inaccurate, provides a longer period of explosions that can significantly damage enemy robot bases, making it preferable for larger, tougher targets. Both barrages are unsuitable against bugs due to their differing attack patterns and effectiveness.
00:06:00
In this segment of the video, various orbital strikes are discussed and rated based on their effectiveness. The orbital walking barrage, placed in C tier, creates a line of explosions and is noted for its broad damage potential and utility against mechanical targets, although it’s less effective against bugs. The orbital airburst strike, rated B tier, generates three bursts of shrapnel effective against medium and smaller targets, particularly bugs. Its quick activation and cool-down make it advantageous, though its accuracy can be problematic with certain modifiers. Also in B tier, the orbital EMS strike generates an electric field that stuns enemies, providing strategic advantages and allowing accurate placement of other stratagems.
00:09:00
In this part of the video, the speaker discusses the effectiveness and strategy of using various orbital strike tools in a game. They start by explaining how Electric Magnetic Smoke (EMS) can save players consistently, providing space and disabling groups of bots. The EMS is particularly effective against bots due to their predictable behavior, but it can prevent multiple deaths in various scenarios.
Next, the video highlights the Orbital Precision Strike, a basic but powerful tool that quickly eliminates single targets with precise blasts. Its major strength is its power and quick cooldown, though its accuracy is critical; a missed throw renders it ineffective.
The Orbital Laser, noted for its flashiness and power, can annihilate large groups and robot bases. Players get three uses per mission with a significant cooldown between uses. This makes it less reliable despite its power, since after using up the allotted three, the strategy slot becomes wasted space. Each use requires a 300-second cooldown, limiting its frequency to one laser per three engagements for a single person.
00:12:00
In this part of the video, the speaker discusses the strategic use of orbital weapons in “Helldivers 2.” They highlight the benefits and drawbacks of using a laser in different mission lengths. For short missions, having each player equipped with a laser is advantageous as it can quickly eliminate multiple bases and enemies. For longer missions, it’s better to have two players alternating the use of the laser to manage cooldowns effectively.
The speaker then focuses on the orbital rail cannon strike, praising it as the top choice for any mission due to its power and efficiency. This weapon automatically targets and eliminates the largest threats, dramatically reducing the difficulty of battles. Despite its usefulness, there are some occasional targeting issues where it locks onto less significant targets. The speaker concludes by emphasizing the importance of including at least one orbital weapon in any loadout for optimal performance in the game.
00:15:00
In this part of the video, the speaker mentions spending over 200 hours in the game and thanks the viewers for watching. They conclude the segment by saying they will catch the viewers next time.
