Eat 17 in helldivers 2: So, what is Eat 17? Expandable Anti-tank 17 is the full form of Eat 17. Eat-17 is a weapon in Helldiver 2 that plays the same role as an RL-112 Recoilless Rifle but in the commitment version—an anti-tank missile with one shot. Eat 17 with a one-minute cooldown, this inexpensive tactic grants you two one-shot rocket launchers.
Eat-17 is a single-use disposable rocket launcher that effectively defeats armor. To enable this stratagem in Helldivers, players will need to punch the following key using the d-pad associated with their controller. In addition, this disposable gun is present in Helldivers 2, which is practically uninfluenced.
Things you will be able to do with Eat 17
Eat 17 provides us with a lot of activities to do and makes it a lovable weapon in Helldiver 2. All players of Helldiver would agree with me that Eat 17 contains a lot of potential in itself and would help to do so many things. All the things that make Eat 17 a lovable weapon in Helldivers 2 are given and elaborated below.
Eat 17 is geared toward removing chargers from leg armor in a single blow, eradicating fabricators and bug holes at a distance, launching broadcast towers and spore spewers from hundreds of meters out, eliminating dropships with a single blow, and eliminating hulks, tanks, cannon towers, bile titans, and more. You may spam these and cover the map with them due to their short cooldown.
Moreover, it suggests the fact that you are unlikely to be concerned about dying without your survival tool. Because they can use these Eat 17 anytime when the opportunity arises, your teammates will adore you as well. Additionally, you can utilize the drop pod that they arrive in as a weapon, but it comes with particular limitations (call-in time modifier).
Best things about Eat 17 in Helldivers 17
With one EAT, you can kill three chargers if you’re lucky or skilled. Two ways to achieve this are to first stick the call down and then, with each EAT, to bust a front leg. It must be the most effective method available to eliminate them at this time. The fact that you can still utilize a support weapon most of the time and just pick it back up when you’re done is one of the better features of Eat 17.
I particularly enjoy that I may freely take up any other backup weapon I find in shipping containers, etc., without worrying that it might not be a good choice. These were the few things I like about Eat 17 in Helldivers and I feel this would be some of the best features of Eat 17 too. If you are able to control Eat 17 easily then you can play the best out of Eat 17 as compared to any other weapon in Helldivers 2
I can also carry any backpack I want—usually the laser boy rover—and my ammunition bag isn’t forced to be held by some poor sod. It is far less painful to die (especially when going solo) and it is generally more enjoyable to have four stratagems to spam rather than just three. Additionally, it is entertaining to strew single-use democracy dispensers all over the battlefield. All I ask is that my pals take them up and utilize them from time to time, especially when they’re without a subweapon.
Few drawbacks faced while using Eat 17 in Helldivers 2
The planetary modifier that lengthens call-down times is the one thing that bothers me about them. makes using them on demand much more difficult. Having a second AT support weapon and enhancing it with the Eat 17 is one tactic I’ve tried. When you use the Eat 17, you spend less ammunition for the other weapon and utilize it while it’s arriving.
It would be great if support weapons had more accurate ground markings. I wish any within around 50m would be marked on the hud as if you pushed q to call it out, instead of having to hunt for them on the map and have a marker to bring you close.
There are extremely few stratagem slots—up to three at times—and we sorely need additional armor busting. I think it’s more fun to add more tools. It is awkward to use EAT as your main support weapon.
Can we expect the new Eat 17 in Helldivers 17?
Although it is less practical than a railgun, the short cooldown and the fact that you can obtain two of them per drop make it a highly viable option for charger leg armor. I’ve tested it further on bile titans, but so far I’ve only popped heads on a few of them. Since before the railgun nerf, I’ve been using it, and it hasn’t let me down yet.
Additionally, they drop perfectly (unless the drop duration is longer). Eat-17s are incredibly strong; because of their short cooldown and simplicity of use, they are comparable to a rail cannon strike. You are practically never far from some anti-armor as long as you are calling them down on a regular basis. Consider them more like artillery and call them in frequently, pinging them for your team to utilize as well. People that use them as support weapons are misusing them.
If you detect a bot drop approaching, call in the rockets as soon as you see the flare, and launch it directly underfoot. A second later, the spacecraft is in the ideal position to be shot down along with its occupants.
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Difference between Eat 17 in Heldivers 1 and Helldivers 2
When you used the EAT-17 back in Helldivers 1, you could take out a tank with only one hit as long as you hit it in the head or the gaster, which is the large, soft area at the back of the tank. This is just not the case in Helldivers 2. Its armor may only be removed to a limited extent; unlike the EAT-17 in HD1, it cannot be killed. Furthermore, even with its lowered cooldown, it seems that having an EAT-17 is more of a liability than picking any other support weapon, such as the Railgun or the Spear, given the full-on barrage of chargers that HD2 unleashes upon you.