SEAF Artillery

== S.E.A.F Artillery Cannon ==
The S.E.A.F (Super Earth Armed Forces) artillery cannon is a large emplacement which can hold a total of five S.E.A.F shells of varying types. There may only be one S.E.A.F artillery position on a single mission at once. 
S.E.A.F shells of varying types will spawn in several locations throughout a S.E.A.F fortification. There will always be at least 5 shells present but spawn-rates tend towards 7-8 shells.
Once five shells are loaded into the S.E.A.F artillery cannon and it is connected to the Super Destroyer: the Helldivers gain a new stratagem which they can use to fire one round from the S.E.A.F cannon towards a designated position.
The cannon fires the shells in the order in which they were placed; where the first shell loaded is the first shell fired and so on.
The cannon cannot be restocked with new shells after it is activated.
==Stratagem Code==
==Stats:==
* Call-in Time: 8 seconds (6s is displayed but impact occurs 2s later)
*Cooldown Time: 11 seconds
*Uses: 5
== S.E.A.F Artillery Ammunition==
S.E.A.F Artillery Ammunition
Image	Type 	Description	Similar Payload
 	Explosive/High Yield Explosive	The explosive shells are green-tipped and the most common shell type. They are high-explosive (HE) rounds which destroy all but the most armoured of enemies on impact. The High-Yield explosive is a bright yellow version of what is depicted to the left. 
Designed for single target and small group elimination.	The standard Explosive payload is identical to that of the Orbital Precision Strike. The High Yield variant produces an explosion equal to that of the Eagle 500kg Bomb.
 	Smoke 	The smoke shells are grey-tipped and are rounds which briefly emit smoke upon impact, designed to create a smoke screen which infantry can use to break line-of-sight with enemy combatants, allowing for a safe retreat or advance. They are by far the least usefull of all the rounds and should only be used in niche situations or to fill the slots of the SEAF artillery should there not be enough shells of other types.
Primarily useful against Automatons.	Its payload is identical to the G-3 Smoke grenade or one singular shell from the Orbital Smoke Strike/Eagle Smoke Strike.
 	Static Field 	The static field shells are blue-tipped and are rounds which briefly stun enemy combatants for several seconds, causing them to be unable to attack or move.
Particularly useful against large enemies, especially enemies such as the Charger or Hulk (Helldivers 2), whose unarmored spots can be targeted with ease while stunned.	Its payload is identical to the Orbital EMS Strike or a single shell from the A/M-23 EMS Mortar Sentry.
 	Napalm 	The napalm shells are red-tipped and are rounds which briefly coat a circular area in napalm, which sets enemies and friendlies on fire dealing substantial damage over time.
Used as an area denial tool to prevent enemy advances, works extremely well on smaller targets but struggles against larger ones.	Its payload is identical to the G-10 Incendiary or one singular shell from the Eagle Napalm Strike.
 	Mini Nuke 	The mini nuke shell is a black-tipped round that contains a miniature thermonuclear bomb which instantly decimates any combatant in a radius around, and in line-of-sight of, the impact.
Designed for the elimination of any target in one blow; it is highly effective against the most massive of enemies and the largest of groups. The mini nuke shell is often quite rare - sometimes not appearing at all - in any S.E.A.F artillery position.	Its payload is identical to that of the NUX-223 Hellbomb.
== Mission Brief==
Helldivers, you are the shock troops of Managed Democracy when all else fails. But you are not the first. The ones who came before you and fell in the defense of liberty were the Super Earth Armed Forces Troopers (SEAF). They used these artillery installation to shout the praises of Managed Democracy before they fell silent against the onslaught. You get to make the very ground shudder with their songs again!
When you encounter the artillery installation you first must activate the terminal so it can begin to compose its symphony of liberty once again. Lying around you will be shells that will be the notes of your anthem to load into the battery itself. Pay attention as each shell will have a different effect and the order in which you load them will affect the order in which you have access to them. These shell may create an explosive, nuke, ems, or smoke effect. You will always find at least 5 in the vicinity and at times there may be more. This objective does tend to draw enemies like an extraction point. Be wary of their presence and prepare accordingly.
Not only does this objective give you mission rewards, but your team now unlocks a new stratagem! You will have 5 shared charges with a low cooldown between your group. Each charge will cause the artillery instillation to dispense your pre-loaded choice of managed democracy on whomever you will...friends included.
==Gameplay Tactics ==
A S.E.A.F artillery position can be seen on the map - when in detectable range - by a blinking question mark (also note the circular crater which can be used to spot these positions): 
*While HE, EMP, Static Field, Napalm and Smoke shells are not as powerful when compared to their orbital variants, their quick cooldowns allow for some extra firepower while other stratagems are on cooldown; especially the HE, which can kill many types of heavily armoured enemies in one hit, such as the Charger.
*Where the S.E.A.F artillery really shines is with the mini nuke shell, which has the same payload as a NUX-223 Hellbomb and therefore is stronger than a Eagle 500kg Bomb; giving helldivers an effective one-hit-kill, targeted stratagem, on any enemy in the game.
*Before activating the terminal, make sure to gather the shells at the intake first, as activating the terminal will cause enemy patrols to move towards your position.
*A glitch can allow helldiver to move shells quicker; by running while repeatedly dropping and picking up the shells.
*Helldivers can also use the LIFT-850 Jump Pack to carry shells quicker; by dropping the shell, activating the jump pack and then immediately picking the shell back up in mid-air.
*Despite the S.E.A.F cannon existing on the map and not on the Super Destroyer, the S.E.A.F artillery stratagem cannot be used after the mission time is up and the Super Destroyer has left low orbit; this is because the emplacement must communicate with the Super Destroyer to fire its rounds, so consider using the remaining shells before the mission time is up.
Category:Objective (Helldivers 2)
Category:Secondary Objective (Helldivers 2)