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.

Stats:

 * Call-in Time : 8 seconds (6s is displayed but impact occurs 2s later)
 *  Cooldown Time : 11 seconds
 *  Uses : 5

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.