I'm personally with the camp that feels that all the mines are actually ok at their job but their cooldown between call in is so absurdly long, that there is no way for them to do their job and successfully deny an area to the enemy for long enough. Either make the cooldown way shorter or make it so the mine dispenser will occasionally redispense more mines to replace detonated mines as long as the mine dispenser is still alive
IMO, another good change would be to add in multiple uses of the mines (two or three) between cooldowns, much like an Eagle stratagem. That would really help with using them to block enemy ingress routes when defending a position.
@@kdyssd You can already call in up to five Hellpods at once (as a single player), not including reinforcements. Think supplies, weapon, backpack, sentry and mines. It still works. What's your point?
@Vhalikuporamee447 They are loaded into different launch tubes. Each launch tube is allocated for a different asset. T After launch they have to load another HP with the asset and then load the HP into the tube to be ready for launch.
Tips: The autocannon/rocket sentry has the same cooldown as AT mines. They are 1000% better at anti-armor, and also be able to hit Bile Titans (immune to mines). There is no point using the AT mine for now
Mines as a whole need a CD reduction. They aren’t as flexible as eagles and aren’t as strong as orbitals. They need to be at the top of area denial because that’s their only niche. If you can get better area denial tools with more uptime and versatility, then mines will never be a strong pick. Still, I do occasionally run mines, especially on the swamp maps, and they’re fun. I like to play as a trap expert (yes this even works on Diff 9) and just wish I had them more often.
We need fewer mines, better AOE, better stagger. there should be enough mines enemies can't walk through single file and not hit one, but spaced out enough helldivers can easily walk around them. Bright Orange color would help. Either porotect the mine dispensor to get more mines, or have a rolling cooldown of 3 mines field deployers so you can be more flexible in using them.
@@mindsight9732I've been saying this for ages, even with the 3 dispensers per cooldown you would still get more uses out of eagles so AH can't use waah overpowered as an excuse. The only thing I'd add would be a weight limit for AT mines. Hunters will almost always get there faster than a bike titan or charger and the light infantry bits that always try to melee you will always get somewhere faster than a hulk/tank/factory strider which kind of defeats the point of AT mines.
60 will be ideal since they're basically stationary orbital gatling barrage / EAT, having cool down close to that match their use case and counter parts
normal mines 90s cooldown , 110s incendiary mines and 130s for at. I thinks thats the only way the would make the mines a good pick. The mines fit such niche that its really complicated to be in a sitation were mines would excell other startegems that reducing their cooldown its the easiest and best way to make them attractive. Although I suspect AH worries that if the mines are good people would a have a mine load out and performance woould be low. Kind of like the mechs
Performance isn't the excuse, when they first released the emancipator I played in full squads all using both mechs and there were no issues (well at least no more than usual). I think anti personnel and incendiary mines should both be on a 60 second cooldown maximum since they're about as effective as a cluster or napalm strike but less instant and even then the eagles have more uses per minute. As for the AT mines maybe 90-120 second cooldown would be about right PLUS THE MINES SHOULD ONLY BE DETONATED BY HEAVY TARGETS otherwise they're pointless against both factions since light bots/light bugs both run way faster than their heavy armoured counterparts which means the mines will almost always be detonated by chaff before the heaviest get there.
Performance excuse is utter horseshit cause an entire squad can each run a mech and that’s infinitely more taxing than a player running two mechs of which only one will be active at a time.
Real anti tank mines can't be set off by people, walking on them. They have a way higher weight requirement so the realism excuse doesn't work at all. @@Mcng2343
thats what I've been saying since the first time they were mentioned. If it takes several dozen anti tank mine to kill 1 several ton charger, and it also triggers on a helldiver, being somewhere round 80kg+ plus gear. how in the hell they think its ok for it to be triggered? what, we have.... 0 gravity enemy that this AT needs to trigger as well? the faq man.
@@Mcng2343that’s the funny think most if not all anti tank mines only trigger when a SIGNIFICANT amount of pressure is placed upon them. However most do have sensors to detect vibrations but even still a human wouldn’t set one off. YAY for games have “realism” instead of fun factor WOOO
My biggest issue with the AT mines is that john helldiver can still step on them and they blow up. For a company that totes semi realism with magazine sizes and such it should follow that lighter things cant set off the AT mines.
The thing is these AREN'T anti tank mines. Real anti tank mines don't trigger when normal infantry (and anything lighter than a truck round about) step on them. What we have here are super strong regular mines that just so happen to be strong enough to take down tank tier enemies. Mines needs a rework (The reason why anti tank mines don't trigger on infantry and such is because if they did, they would be 1. Be a waste 2. Not doing their job of being anti tank and being strong anti personal mines)
I've seen it take out Hulks & Tanks & stuff. But I agree about the cooldown. The fact other Stratagems can easily remove them aside, they really feel like they don't do enough over more Proactive choices to be worth it considering how few you through out.
What will you get? I have recently upgraded and i am convinced that it’s optimization issue in general as it kept degrading in performance since launch.
The game is optimized like shit bro. I have one of the beefiest graphics cards on the market and it still slows down substantially when more than a few explosions go off.
@@Smileforthecamera-1 To be fair to the devs the problem I was having is not their fault. I was running the game on a RX 580. Even when I upgraded to a 3060 my i5 7400 was a massive bottleneck. Now that I have a Ryzen 7600x I will actually be able to play the game smoothly.
Mines need alot of work. Set off by environmental factors like tremors, enemy bodies can ragdoll through the field wasting multiple mines for a single kill and the mines themselves can chain react when one goes off through stray bullets. That and their long cooldowns with gaps/limited coverage makes them a poor stratagem choice.
Helldivers shouldn't be able to set these off, but neither should regular chaff. They should only be dangerous to Mediums and up and it should take two or three at maximum. Like everyone else said, the CD is just totally detrimental and makes this feel like yet another Strat that you wouldn't pick over something way more useful. They're _fine,_ but are basically not worth using.
Funniest patch in the game is the devs saying they fixed the counters for all the stratagems, and then buying the anti-tank mines only to see it increasing the counter for every stratagem section except the one the anti-tank mines were in lmao
Super helldive is no joke guys i just fight with 5 armored , 3 bio titan and 2 stalker AND army of other types of little bugs at the same time it was HELL but if we dont face against army of hell what gonna happends to our children , our wifes , our mothers and more for they safety wear your helmet and ready to dive soldier!
Dove a lot of difficulty 10s today and boy it was rough on the bot front. Was always running low on reinforcements, but it was a fun and fresh challenge. Thanks for checking out the video!
I would rather stronger enemies and more ammo capacity vs weaker and continually running out of ammo. You picked up 2 or 3 packs and team got none. It happens but it's more fun to shoot than running around saying mag empty.
I feel like if used correctly it could be a good addition to help cc players kill tanks. I wonder if using this with the grenade launcher or stalwart and kiting chargers into the field would be viable.
I think they'll shine on defense missions. Unfortunately you invest 20 minutes of gametime for 680 xp..... which if you were to full clear a Blitz mission in 15 max, you qpuld get 1800-2k xp
I mean tbh, once you hit the highest level to unlock all the stratagems, level doesn’t really matter. Samples are more important than XP, which defense missions also aren’t that useful for. They should buff either Req or medals from defense missions. I just run them for fun but if i’m farming for samps or medals, sometimes I don’t even bother with them.
@romarikanugames they are fun. Well I've been at the point where I'm maxed out on everything: req, samples, stratagems.... so the only thing I have left is reaching 150 lol
AT mines specifically shouldn't explode for anything smaller than medium since usually the small targets get to them first anyway... Also 3 minutes cooldown is madness, orbital laser is the same cooldown and it will kill way more stuff, even the other mines have way too long of a cooldown. Either they need to massively reduce the cooldown, give us multiple mine deployments per use or have mines permanently on free stratagem otherwise the only people using then will be doing so out of temporary curiosity, doing a personal order or just meming.
I noticed that you always run super fast, is that just because of the light armor? Coz I ran some scout light armors before and I didn't feel like I was moving half as fast!
The first 2 minutes of this video, 3/4th of the player base would rage quit and complain to the devs about their lack of skill blaming weapons and begging for buffs.
I believe it was the breaker shotgun with a grenade pistol and the HE grenade. For my stratagems it’s the eagle strafing, anti-tank mines, jump pack and the machine gun. I think my armor is the light armor one with peak physique. Hope that helps and thanks for checking out the video!
If you're playing in a group it replenishes all 4. If you're playing solo it only replenishes 2. Not sure if you need a full 4 person team for it to give 4 stims. Hope that helps. Thanks for checking out the video!
@@Wallbouncing what? How didn't I realized this? Is this because of new update or else? Because when I play I think I just get 2 stim from one stim box or supply either solo or group. I'm just gonna play and see it then. Btw love your video man, keep up the good work 👍
Just the normal breaker shotgun. It was my tried and true when I first started (before I found the slugger and before they nerfed it) and I keep coming back to it every now and then. Thanks for watching!
All the mines need a cooldown reduction, the AT mines are strong but they just don't feel worth it
This exactly
They need to allow you to take multiple of the same mines
You can’t do that unless they changed it to be more like the first game.
They need to make it so the at mines don't blow up on small enemies, including helldivers..
@@everfreesnarrations35 In real life a man with full kit would set off an anti tank mine.
I'm personally with the camp that feels that all the mines are actually ok at their job but their cooldown between call in is so absurdly long, that there is no way for them to do their job and successfully deny an area to the enemy for long enough. Either make the cooldown way shorter or make it so the mine dispenser will occasionally redispense more mines to replace detonated mines as long as the mine dispenser is still alive
IMO, another good change would be to add in multiple uses of the mines (two or three) between cooldowns, much like an Eagle stratagem. That would really help with using them to block enemy ingress routes when defending a position.
@Vhalikuporamee447 Get the sentiment but from a lore perspective that doesn't make much sense since they are launched from a destroyer
@@kdyssd
Then AH could simply make them an eagle drop. If the eagles can drop a 500KG bomb, they can drop some mines
@@kdyssd You can already call in up to five Hellpods at once (as a single player), not including reinforcements. Think supplies, weapon, backpack, sentry and mines. It still works. What's your point?
@Vhalikuporamee447 They are loaded into different launch tubes. Each launch tube is allocated for a different asset. T
After launch they have to load another HP with the asset and then load the HP into the tube to be ready for launch.
Tips: The autocannon/rocket sentry has the same cooldown as AT mines. They are 1000% better at anti-armor, and also be able to hit Bile Titans (immune to mines). There is no point using the AT mine for now
Mines as a whole need a CD reduction. They aren’t as flexible as eagles and aren’t as strong as orbitals. They need to be at the top of area denial because that’s their only niche. If you can get better area denial tools with more uptime and versatility, then mines will never be a strong pick. Still, I do occasionally run mines, especially on the swamp maps, and they’re fun. I like to play as a trap expert (yes this even works on Diff 9) and just wish I had them more often.
We need fewer mines, better AOE, better stagger.
there should be enough mines enemies can't walk through single file and not hit one, but spaced out enough helldivers can easily walk around them.
Bright Orange color would help.
Either porotect the mine dispensor to get more mines, or have a rolling cooldown of 3 mines field deployers so you can be more flexible in using them.
@@mindsight9732 Putting mines on a charge system like the eagles is actually the perfect solution!!
@@mindsight9732I've been saying this for ages, even with the 3 dispensers per cooldown you would still get more uses out of eagles so AH can't use waah overpowered as an excuse. The only thing I'd add would be a weight limit for AT mines. Hunters will almost always get there faster than a bike titan or charger and the light infantry bits that always try to melee you will always get somewhere faster than a hulk/tank/factory strider which kind of defeats the point of AT mines.
@@damienmcdonald7610 Not if the charge starts recharging as soon as you use the first one.
Mine Cooldown reduction to 120 to 150 seconds is ideal
i'd say 60s, and then the mines detonate after 60s to prevent banking them (and makes an area safe eventually)
60 will be ideal since they're basically stationary orbital gatling barrage / EAT, having cool down close to that match their use case and counter parts
I’d say 90 second and after a minute they detonate
these things are insane on the tower defense missions. 2-3 to kill a charger and an impaler dies to like 8 mines
2-3 to kill a charger rules actually
You can also just drop eagles on them. As a strategem slot there is nothing insane about them.
Thats awful as theres like 20 total so only 2 impalers, better use literally anything else
I think the larva doesn’t call breaches, it just makes sound so you can’t sneak past the patrols as easily.
normal mines 90s cooldown , 110s incendiary mines and 130s for at. I thinks thats the only way the would make the mines a good pick. The mines fit such niche that its really complicated to be in a sitation were mines would excell other startegems that reducing their cooldown its the easiest and best way to make them attractive. Although I suspect AH worries that if the mines are good people would a have a mine load out and performance woould be low. Kind of like the mechs
BUT incendiary mines deal less initial damage than regular ones
Their mech performance excuse is BS imo. I've seen full squads all using the thing and the game functions fine
Performance isn't the excuse, when they first released the emancipator I played in full squads all using both mechs and there were no issues (well at least no more than usual). I think anti personnel and incendiary mines should both be on a 60 second cooldown maximum since they're about as effective as a cluster or napalm strike but less instant and even then the eagles have more uses per minute. As for the AT mines maybe 90-120 second cooldown would be about right PLUS THE MINES SHOULD ONLY BE DETONATED BY HEAVY TARGETS otherwise they're pointless against both factions since light bots/light bugs both run way faster than their heavy armoured counterparts which means the mines will almost always be detonated by chaff before the heaviest get there.
Performance excuse is utter horseshit cause an entire squad can each run a mech and that’s infinitely more taxing than a player running two mechs of which only one will be active at a time.
Daaang!! That’s some killer gameplay. Agreed, all these mines need a shorter cooldown.
that second mission extraction was nice though, the narrow road become chokepoint and you dropped the anti-tank mines there, perfect 👌
I dont know why anti tank mines explode on not heavy enemies and helldivers, it doesn't make sense and takes away the point of using it
It would make sense for them to work that way but remember the game strives for “realism”
Even worse, they will explode if something ragdolls onto it, as well as other weapons and stratagems.
Real anti tank mines can't be set off by people, walking on them. They have a way higher weight requirement so the realism excuse doesn't work at all. @@Mcng2343
thats what I've been saying since the first time they were mentioned. If it takes several dozen anti tank mine to kill 1 several ton charger, and it also triggers on a helldiver, being somewhere round 80kg+ plus gear. how in the hell they think its ok for it to be triggered? what, we have.... 0 gravity enemy that this AT needs to trigger as well? the faq man.
@@Mcng2343that’s the funny think most if not all anti tank mines only trigger when a SIGNIFICANT amount of pressure is placed upon them. However most do have sensors to detect vibrations but even still a human wouldn’t set one off. YAY for games have “realism” instead of fun factor WOOO
My biggest issue with the AT mines is that john helldiver can still step on them and they blow up. For a company that totes semi realism with magazine sizes and such it should follow that lighter things cant set off the AT mines.
The thing is these AREN'T anti tank mines. Real anti tank mines don't trigger when normal infantry (and anything lighter than a truck round about) step on them. What we have here are super strong regular mines that just so happen to be strong enough to take down tank tier enemies.
Mines needs a rework
(The reason why anti tank mines don't trigger on infantry and such is because if they did, they would be 1. Be a waste 2. Not doing their job of being anti tank and being strong anti personal mines)
I've seen it take out Hulks & Tanks & stuff. But I agree about the cooldown.
The fact other Stratagems can easily remove them aside, they really feel like they don't do enough over more Proactive choices to be worth it considering how few you through out.
3 minutes cooldown? Nah, they did NOT….
Appreciate it! And yeah, some lower CD on these mines would be better!
I'm so glad I'm upgrading my PC. I was good a few months ago with bad lag, imagine me moving at these speeds!
What will you get? I have recently upgraded and i am convinced that it’s optimization issue in general as it kept degrading in performance since launch.
The game is optimized like shit bro. I have one of the beefiest graphics cards on the market and it still slows down substantially when more than a few explosions go off.
@@Smileforthecamera-1 To be fair to the devs the problem I was having is not their fault. I was running the game on a RX 580. Even when I upgraded to a 3060 my i5 7400 was a massive bottleneck.
Now that I have a Ryzen 7600x I will actually be able to play the game smoothly.
14:49 The good ol' ragdoll and "chomp" combo, Lmao
True combo, no meter to break it. I was dead no matter what. Thanks for watching the video!
Bro, that starting heavy nest and you just juking around them, thats some John Helldiver shit right there.
Bob and weave and staying light on my feet is the way to go! Thanks for watching!
Mines need alot of work.
Set off by environmental factors like tremors, enemy bodies can ragdoll through the field wasting multiple mines for a single kill and the mines themselves can chain react when one goes off through stray bullets.
That and their long cooldowns with gaps/limited coverage makes them a poor stratagem choice.
Helldivers shouldn't be able to set these off, but neither should regular chaff. They should only be dangerous to Mediums and up and it should take two or three at maximum.
Like everyone else said, the CD is just totally detrimental and makes this feel like yet another Strat that you wouldn't pick over something way more useful.
They're _fine,_ but are basically not worth using.
1:37 OH MY GOSH I completely forgot about that stuff. I tried to start a Super Helldive but no missions were showing and I was super confused
Funniest patch in the game is the devs saying they fixed the counters for all the stratagems, and then buying the anti-tank mines only to see it increasing the counter for every stratagem section except the one the anti-tank mines were in lmao
at least we finally got all though that is what I say to my self every time
Everyone running tank mines during defense missions would be really good.
Super helldive is no joke guys i just fight with 5 armored , 3 bio titan and 2 stalker AND army of other types of little bugs at the same time it was HELL but if we dont face against army of hell what gonna happends to our children , our wifes , our mothers and more for they safety wear your helmet and ready to dive soldier!
What? That just sounds like a normal lvl 9 Helldive for me.
Dove a lot of difficulty 10s today and boy it was rough on the bot front. Was always running low on reinforcements, but it was a fun and fresh challenge. Thanks for checking out the video!
What did collecting the little bug and extracting even do?
Turned it into super samples and rare samples. I think it was 2 supers 4 rares.
@@Wallbouncingthat’s it? 4 rares? Maybe 10-15
Mines are completely useless as a stratagem slot. They need to make them explosion immune and only trigger on live enemies, not ragdolling corpses.
It feels like they balance the mines based on defense missions, but they don't bother balancing them in the rest of them
AH: mine is fun? ok create new warbond mine theme and nerv the exisitng one
WE CAN START THE RELOAD OF HEAVY WEAPONS MID AIR? O_O
Yeah, and it's really good when combined with the jump pack! Thanks for checking out the video!
I would rather stronger enemies and more ammo capacity vs weaker and continually running out of ammo. You picked up 2 or 3 packs and team got none. It happens but it's more fun to shoot than running around saying mag empty.
Anti-tank mines are not supposed to go off when people walk on them.... Sadly, that is NOT true.
I hate mines.
That was never true 😆
I was also hoping they would work like they do irl: only going off when heavy pressure is applied
I feel like if used correctly it could be a good addition to help cc players kill tanks. I wonder if using this with the grenade launcher or stalwart and kiting chargers into the field would be viable.
These need to have an ability where only heavy enemies set them off. Totally worthless if they're always blown up by scavengers and helldivers.
I think they'll shine on defense missions. Unfortunately you invest 20 minutes of gametime for 680 xp..... which if you were to full clear a Blitz mission in 15 max, you qpuld get 1800-2k xp
and a few samples on a blitz
I mean tbh, once you hit the highest level to unlock all the stratagems, level doesn’t really matter. Samples are more important than XP, which defense missions also aren’t that useful for. They should buff either Req or medals from defense missions. I just run them for fun but if i’m farming for samps or medals, sometimes I don’t even bother with them.
@romarikanugames they are fun. Well I've been at the point where I'm maxed out on everything: req, samples, stratagems.... so the only thing I have left is reaching 150 lol
Anyone else experience invisible mines placed by other teammates? Keep just randoming dying only to find out it was another player's minefied.
The stalker also receive health nerf, i try the stalward and i clean kill 1 less than 10 bullet
So i played om 10 today and that shot was wild but interesting. Gotta have yo shit right for that.
i dont play diver anymore but, i still take option 2
"operion 1 is tank mines, option 2"
2, ill take 2
they're about as pointless as we were all expecting
Arrowhead Studios: What's that? The mines need a cool down reduction? Okay! We'll make them take 5 minutes before you call it in.
AT mines specifically shouldn't explode for anything smaller than medium since usually the small targets get to them first anyway... Also 3 minutes cooldown is madness, orbital laser is the same cooldown and it will kill way more stuff, even the other mines have way too long of a cooldown. Either they need to massively reduce the cooldown, give us multiple mine deployments per use or have mines permanently on free stratagem otherwise the only people using then will be doing so out of temporary curiosity, doing a personal order or just meming.
That strafe run and breaker are NOT doing you good
When you run, the energy of running does not end quickly. What is the secret? ❤
Wait we actually completed the major order?
no, the description of the MO said we would get the mines if we failed
@@user-uf7qf7mv6k 😂 that's hilarious
The mine cooldown is unpatriotic.
I noticed that you always run super fast, is that just because of the light armor? Coz I ran some scout light armors before and I didn't feel like I was moving half as fast!
Probably light armor(only 50 armor rating) + Experimental Infusion + Jump Pack + Stamina Booster if I had to guess
He has his FOV cranked way up which makes it look faster
The first 2 minutes of this video, 3/4th of the player base would rage quit and complain to the devs about their lack of skill blaming weapons and begging for buffs.
what is your loadout?
I believe it was the breaker shotgun with a grenade pistol and the HE grenade. For my stratagems it’s the eagle strafing, anti-tank mines, jump pack and the machine gun. I think my armor is the light armor one with peak physique. Hope that helps and thanks for checking out the video!
@@Wallbouncing thx. I like how it plays more fast paced
what primary is he using in these videos?
Looks like normal breaker
Normal breaker shotgun. Pretty well rounded weapon! Thanks for watching!
We never wanted them
What kind of movement is this
the kind that's CRACKED!
what lvl is this?
9
Or helldive
Level 9 (Helldive) Thanks for watching!
@@Wallbouncing yea
5:45 how you get 4 stims from one stim box?
If you're playing in a group it replenishes all 4. If you're playing solo it only replenishes 2. Not sure if you need a full 4 person team for it to give 4 stims. Hope that helps. Thanks for checking out the video!
@@Wallbouncing what? How didn't I realized this? Is this because of new update or else? Because when I play I think I just get 2 stim from one stim box or supply either solo or group.
I'm just gonna play and see it then.
Btw love your video man, keep up the good work 👍
What primary is this? I dont recognise the outline.
breaker
Just the regular breaker
@@AnonymousVenator oh okay. Thx. Must have been too long since i used it 😊🤷🏻♂️
@@GameFuMaster thx. Didnt recognize it. Havent used it in forever 🕺🏻🤷🏻♂️
Just the normal breaker shotgun. It was my tried and true when I first started (before I found the slugger and before they nerfed it) and I keep coming back to it every now and then. Thanks for watching!
Helo
Hello!
Wtf is that FOV. Im getting sick
I'm going to not buy them, out of principle.
all the mines in this game suck lol
that awful counterstrike fov
these things suck lol
This game is terrible now,and not funny