MS‑11 Solo Silo vs. EAT‑700 Napalm

MS‑11 Solo Silo vs. EAT‑700 Napalm
MS‑11 Solo Silo vs. EAT‑700 Napalm: When to bring the guided mega‑missile and when to blanket the map in fire—target classes, one‑shot breakpoints, and the safety habits that prevent team wipes. (Image credit: Arrowhead Game Studios)

Two very different “delete” buttons: which one you bring decides whether you erase a boss from existence or turn whole hexes of the map into a burning no‑go zone.


Quick verdict (so you can get back to liberating)

  • Pick MS‑11 Solo Silo when you expect single high‑value targets (Factory Striders, Bile Titans, Dragonroaches), hard objectives (Command Bunkers, spawners), or long‑range precision. It’s basically a player‑guided, Hellpod‑launched mega‑missile with a 180‑second cooldown after a recent hotfix.
  • Pick EAT‑700 Expendable Napalm when you need area denial and swarm control. Each call gives you two disposable launchers that fire an airburst rocket which scatters incendiary bomblets; the fire blankets a medium radius and keeps killing after the initial hit. (Think “instant wildfire.”)

If your squad already has boss killers covered and you’re drowning in bugs, EAT‑700 shines. If your team keeps stalling on Strider routes, command bunkers, or big bugs, Solo Silo is the cleaner answer.


What each stratagem actually does

MS‑11 Solo Silo (a.k.a. “ranged mini‑Hellbomb”)

  • Calls down a Hellpod‑sized micro‑silo. Grab the handheld designator and fire a single ultra‑powerful missile at extreme range. Its blast is comparable in footprint to an Eagle 500 kg, and its lethality is right behind the B‑100 Hellbomb. Recent patch reduced cooldown to 180 s.
  • Real‑time guidance: hold the fire button and you can steer the laser—the missile tracks your beam while in flight. This allows hits on moving or even some aerial targets.

Practical power: In testing and community documentation, Solo Silo one‑shots Factory Striders and Bile Titans with a direct body hit and one‑shots Dragonroaches with a body shot—that’s rare, fight‑ending power in one trigger pull. It also pops Automaton Drop Ships / Illuminate Warp Ships before they offload, and demolishes spawners and bunkers at standoff ranges.

EAT‑700 Expendable Napalm (NEAT)

  • Each call drops two one‑use launchers. The rocket airbursts into incendiary cluster bomblets that ignite a kill‑zone. The detailed stat card lists ~1.6 m inner radius, ~8 m outer radius for the main damage profile and a 10 m shockwave—but the important thing is the lingering fire that keeps clearing mobs and blocks paths. Community docs list a longer base cooldown than the EAT‑17 (commonly cited at ~140 s base), so don’t spam it like a normal launcher.

Practical power: Think lane denial and swarm deletion. It shreds clustered Terminids, cooks medium targets over time, and can finish heavies you’ve already cracked. Its rocket has medium armor penetration and no proximity fuse—steep angles on heavy armor can cause ricochets, but the fire DoT will still punish most ground units caught in the spread.


When to pick which (matchups & missions)

Bring Solo Silo if…

  • You’re running Automaton route breaks (Strider patrols, bunker chains, dropship pads). Solo Silo will one‑tap Striders and can delete Command Bunkers from over 200 m if you’ve got sight lines. It even snipes dropships/warp ships before deployment.
  • You’re playing Boss/Heavy‑centric bug planets (Bile Titans, Dragonroaches). A single guided hit ends the encounter; time it during vomit/windup animations or when the target is pathing a straight line.
  • Your squad lacks long‑range structure busting (spawners, bunkers) and wants precision over spam—especially on open maps or ridgelines. (Dunes, mesas, and long valleys are Solo Silo playgrounds.)

Bring EAT‑700 Napalm if…

  • The mission is Eradication/Defense/Extract and you anticipate huge bug traffic (breaches, multiple spawns converging). The bomblets plus lingering flames thin entire waves and punish chokepoints.
  • You’re playing cave networks / tight objectives where a guided silo can’t get line-of‑sight. Napalm turns corridors into fire curtains that buy time to re‑load, reinforce, or cap.
  • Your team already has boss deletes (Spear, Railcannon Orbital, Recoilless + stuns). Napalm becomes the crowd‑control slot that keeps adds off your heavies and stops backfills reaching the point.

Target classes & practical breakpoints

Breakpoints vary with armor facings, host latency, and patch tuning; the ones below reflect current community‑validated behavior as of September 2025.

Terminids

  • Bile Titan
    Solo Silo:
    1 guided body hit = kill. Pace your shot when the Titan stops to vomit for the easiest confirm. Great for clutch rescues.
    EAT‑700:
    Won’t one‑shot; the initial blast chunks and the fire DoT continues to work if the Titan stays in flames. Use after a stun/immobilize or to zone it away while you reposition.
  • Dragonroach (flying boss)
    Solo Silo:
    1 body shot = kill. The live‑guided laser helps you track it; practice sweeping the beam through the flight path. Napalm is poor vs airborne.
  • Charger / Charger Behemoth
    Solo Silo:
    Consistent 1 with a center‑mass detonation or direct hit near legs/back; wait for a charge windup or a pivot so it’s predictable.
    EAT‑700: The rocket’s medium AP plus bomblets’ fire soften but won’t reliably kill alone; use to strip adds and set the lane on fire while a teammate lines a Spear/Recoilless.
  • Spawners (breaches, nests, spewers)
    Solo Silo:
    Deletes spawners and bunker‑like structures from far away; excellent for objective sniping.
    EAT‑700: Great for post‑spawn suppression—light the breach mouth, and anything emerging dies or pathfinds around the flames into your guns.
  • Hive Lord (raid‑type)
    Solo Silo:
    Avoid—the inner flesh is explosion‑immune, so you’ll waste your shot. Use precision kinetic/energy instead.
    EAT‑700: The burn can control adds and deny space, but it won’t solve the boss by itself.

Automatons

  • Factory Strider
    Solo Silo:
    1 hit = dead Strider. This is the textbook Solo Silo target.
    EAT‑700: Very good at erasing infantry escorts / turret clusters, but the Strider usually survives unless already damaged.
  • Dropships / Warp craft
    Solo Silo:
    Excellent—kills before deployment if you have vision & timing.
    EAT‑700: Not reliable; by the time it airbursts, the ship is often gone.
  • Command Bunkers / Objectives
    Solo Silo:
    One‑click objectives—very consistent bunker wipes from long range.
    EAT‑700: Clears the perimeter so you can approach; don’t count on it to delete the structure on its own.

Execution tips (so your “delete” doesn’t delete you)

Solo Silo: clean launches, clean fights

  1. Place it like a sentry (but safer). Drop the silo behind hard cover or around a corner, not in the kill‑box. Enemies will target the silo if they see it—protect it or draw aggro away before you pick up the designator.
  2. Stay in range & keep the remote protected. Stray too far, get staggered, or die while holding the designator and you can effectively waste the cooldown. Post a buddy or a rover to cover you during the aim‑up. (Players report the remote/silo being fragile to stray hits.)
  3. Use the laser‑steer. For moving heavies and air targets, hold to guide in real time. Start the beam slightly ahead of the path, then pan through center mass.
  4. Time the shot. Fire on animation locks (Titan vomit, Strider turret traverse, bunker opening) and let the missile travel while the target is stuck.
  5. Mind the 180 s gap. It’s a play‑changer, not a “use on cooldown” tool. Coordinate with Eagle/Orbital windows so your squad isn’t dry during large pushes.

EAT‑700 Napalm: burn lanes, don’t burn friends

  1. Aim for hard ground, not armor. The rocket has medium AP and can ricochet at steep angles. Aim at ground/rock beside heavies so the bomblets spread through them rather than glancing off.
  2. Don’t shoot overhead in tight canyons. Firing straight up or against vertical faces can cause bomblets to rain back onto you. Communicate “NAPALM OUT!” before firing near allies.
  3. Use it like a spell. Burn chokes, breach mouths, cave bends, and extraction ramps. A single launcher can convert a loss into breathing room. Stat‑wise you’re blanketing roughly an 8 m outer radius with a 10 m shockwave, but the flames creep just past the measured edge—give it extra space.
  4. Combo finishers:
    • Stun → Napalm (Stun Grenades/EMS) to keep heavies inside fire.
    • Recoilless/Autocannon → Napalm to finish cracked armor and erase the entourage.
    • Airburst/Eagle Cluster → Napalm for a two‑stage clear on Eradications. (Players widely report dirty synergy here.)

“People wipe here” safety tips (learned the hard way)

  • Don’t call Solo Silo into a live lane. The drop pod and exposed silo are fragile while you’re scrambling for the remote; if it’s under fire, it dies and you lose the shot. Clear first, or drop it around a rock and step out to paint.
  • Announce Napalm before you shoot. The fire lingers and can block retreat routes; call it so teammates don’t vault into a fresh inferno while kiting. The bomblets can fall back on you if you shoot vertically—don’t.
  • Don’t Solo Silo the Hive Lord. Its inner flesh ignores explosions; you’ll feel cool for three seconds and then you’ll be dead. Use kinetic/precision options instead.
  • Extraction etiquette: Napalm at evac can blind and burn your own team, and a mistimed Solo Silo can get the silo targeted while you’re boxed in. If you must, burn below the ramp, not on it—and Silo from cover with someone spotting.

Loadout pairing and team comp notes

  • Solo Silo teams should carry 1–2 fast‑cooldown crowd tools (Eagle Cluster, Orbital Airburst, MG/Autocannon Sentry) to cover the 180 s downtime. Treat the missile like a “save” for the scariest spike.
  • EAT‑700 teams should ensure at least one hard single‑target delete (Spear, Recoilless, Railcannon Orbital, Quasar). Napalm is the control stratagem; let someone else handle the boss.
  • If you’re doing Dust Devils Warbond content anyway, note both of these stratagems arrived with that track—so your group might consciously plan around “precision + denial” by slotting one of each.

Patch & numbers to remember (current as of Sep 22, 2025)

  • Solo Silo cooldown: 180 s (down from 210 s).
  • EAT‑700 package: Two disposable napalm launchers per call; bomblets blanket roughly 8 m outer radius with 10 m shockwave and persistent flames.
  • Solo Silo breakpoints: 1‑shot Factory Striders, 1‑shot Bile Titans with direct body hit, 1‑shot Dragonroaches with body shot; great vs drop/warp ships and spawners.
  • EAT‑700 limitations: Rocket has medium armor penetration and no proximity fuse; steep angles on heavy armor can deflect the impact—aim for ground beside targets and let fire DoT work.

Bottom line

  • Solo Silo is the surgical nuke: if your pain point is one giant thing or one hardpoint far away, bring it and end that problem on command.
  • EAT‑700 is the map‑shaper: if your pain point is too many things everywhere, bring it and rewrite the geometry of the fight with fire.

Bring the tool that solves your team’s biggest bottleneck—and you’ll wipe less, extract more, and make Super Earth proud.



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