In real life anti-tank mines can have an activation pressure as low as ~220lbs before getting triggered. Problem is, the average infantery soldier with an assault rifle, pistol, magazines, grenades, balistic vest, balistic helmet, backpack with even more equipment, food and water will easily reach that treshold and go spagetti if he walks over thoses babies.
IRL it is still not a great play to walk on AT mines, sometimes they can be calibrated wrong and cause the big nap on person size targets. So essentially, Super Earth intentionally miscalibrates their AT mines haha.
I never had them chain explode unless it was me being sent from 1 mine to the other, my body being the trigger. Most times when I deploy minefields they tend to behave and do their job more than adequately. Usually the only thing that ever gets past them is Chargers and Biles, crowds are wiped
oh pretty sure that actually works, it might be more that it just removes the *preparation* time. That means the emplacements still need to fall in order to reach the ground
So the Anti-Tank mines are lesser in count and wider in spread than the basic Anti-Personnel mines, and despite the bigger blast radius and stronger damage, it would be a bit of wasted potential to just use these mines for basic enemy crowd control. I think this is only meant for the new Factory Striders and the Tanks. It's not as effective for Heavy Bug clearing, given how the Bile Titan's anatomy favors the matchup. It doesn't mean that the Anti-Tank mines are bad, nor does it mean that Anti-Personnel mines are useless. They just seem to fill a specific niche and will require some coordination to use. Baiting Factory Striders, baiting patrols and groups, denying entry when defending a specific spot, that sort of thing. The spread of the mines are a risk to consider. Anti-Personnel mines may be weaker, but they are more consistent. Pick your poison, it seems.
the large blast radius and the ability to delete chargers so i can save my Spear for Bile Titans already makes this quite attractive. Perhaps they could reduce the effectiveness by only have medium to large mobs trigger the mines (just like AT mines irl cant be set off by someone on foot)
I think the mines would be more useful if they had a similar call in and cooldown to EATs. Being able to quickly call down and create a defensible position makes the mines good, but they can disappear rather quickly and the cooldown is sometimes too long to use them again for an engagement. I feel the same about the MG auto turret. The Gatling one is just better in pretty much every way, but they both have the same call-in and cooldown. If the MG turret had a quicker cooldown and deploy time, it could be more viable as just a quick support weapon to assist you in any sudden engagement.
Stuff keeps being nerfed instead of buffed. Blame the devs and their special needs approach. They want you to buy the DLC items. While they cant even do rank 5 missions.
@@almostontimehero5415let me guess, the day 1 railcannon carried you through level 8-9? 😂 Oh no! The Dlc weapons are marginally better and the game isnt meant to be easy at high levels! Sounds more like you have special needs that arent being fufilled here lol
@@haokylan04drop the stationary shield as the bile titan is getting close and as soon it's above the shield hope it's doing the barf skill and watch it's own barf kill it.
Um the shield generator relay trick sucks it still takes a LONG time (4 secs, up to 8 sec) to deploy and land even with the “zero deployment time” upgrade. You don’t have that much time on lvl 8-9 difficulty to use the shield generator and just hope you get perfect timing. Oh and if there are other enemies nearby (there always is) they will just rush it & it won’t work. When there is 3-4 bile titans coming out of a single bug breach the shield relay is useless. Better off getting an auto cannon turret, or anything that hurts the titans. Maybe on low difficulties against a single lone Bile titan it’s an okay trick, but still way too risky. The titan can simply step forward and crush you and the shield generator in a single hit
I think they ahould add something like a rocket sentry but it would only shoot at airborne targets like dropships, gunships and shriekers . It should have big enough rounds (or missiles) to effectively take them out. It would help out lots against the bots and the flying bugs.
@@974cerebrateI tend to use the incendiary ones and I’ll only throw them on bug breaches or a huge horde following me with no one else around. Especially so if I believe it to be an area we won’t go through again and they work wonders. They can be the best and most powerful thing in my fire build
That’s why I think the AT mines should have a weight trigger like in real life. They should only trigger for medium to large enemies. That way, chaff enemies like hunters and scavengers, maybe even warriors, can still swarm you, but the mines will only trigger for chargers, spewers, etc. The normal AP mines certainly need a buff though. Maybe give them more fragmentation so they can kill more chaff.
Now this got me thinking... bile titan has long slim but well armored legs, probably no flesh inside at all... but they are like giant skewers, that thing has a body mass of an office building. It SHOULD technically sink into the fucking ground knee high.
I agree. I get some of my highest kill counts that way. But the forums are filled with da's saying: Nobody even uses mines, the only team kill. All bad at the game I assume
They need: Medium-heavy weight proximity trigger, which ignores dead bodies and debris 1 shot chargers, hulks, tanks if they were just above mine 2 shot tank if hits tracks 3-4 mines to kill titans Lower cooldown to 110 seconds Increase area and density. If even at least one of the conditions is not met, then stratagem is garbage, like base mines. It's not the way on helldive difficulty. It's worthless even on defence missions, like, yay, mines killed front row of 5 enemies, rest of them got triggered as well in chain reaction, and now its useless for 180 more seconds.
I just wish the mines were bigger, i mean normal mines and incendiary ones look too much alike, since this one is supposed to be a heavy target counter they could at least be more intimidating in size
The bile titans footprint is too small to trigger mines, mines in general are crap in this game and need a rework. These seem better than what we have now but they struggle like all the mines do and will probably get you killed more than your enemies
I don't think this is necessarily true. On the Termicide missions, the mines were a must have since you could set a defensive perimeter and ensure the explosives didn't hit the tower. You could not do that with, say, an auto cannon sentry. The mission design right now lends preference toward offensive strategems because we are on the offensive the majority of the time. If we get more missions like Termicide, you'll see mines used more.
The one thing that makes me not use minefields is how small the radius is they spread in really. The ability to lay several minefields at once is good, damage of the two mine types we have already is decent & that falling corpses can trigger mines is the cherry on top. Outside of goofing around tho I never used minefields in a serious manner so far.
One charger sliding up a path clearing it for subsequent chargers seems like it makes this a worse 500. Smae with Hulks. But oddly good against factory striders?
I do not really understand Arrowhead's intentions. These mines are really cool, but they invalidate the anti-personnel mines completely since I can almost guarantee you that they'll have the same cooldown (see same cooldowns on ALL sentries).
Actually I see it not effecting the bike titan as much as good. As most like you can focus your heavy weapon onto the Titan while the other bugs die blow.
It seems to me that the only thing that can increase the viability of mines is the ability to summon them 3 times in a row, in the manner of an Eagle, but with passive recharge. Well, or make a limited use for a mission, for example 10 times, but with a recharge of 15 seconds.
@@CausuallyHardcore The problem is not that allies are dying in a minefield. The problem is that the mines run out quickly and, at best, close a small passage for 30 seconds. At the same time, the hulk or charger can safely pass through them, thereby clearing most of the mines.
The ammount of things that don't work with Titans makes me wonder of AH devs live this thing. We have multiples ways of kill all other enemies im the game, but Titans? EAT, Spear, Recoiless, Eagle 500, Railcannon and Laser. You are obligated to go with one of those.
Should work better for automaton tanks imo. The tank tracks shouldnt survive even one mine like irl. So if the tank passes through a minefield even if it doesnt die straight away it gets imobilised only with turret still moving. Thatd be better imo
friendly fire has a new best friend bc upon release, they gonna treat those mines the same way they treat all the other ones. gonna move around them lol
I love life the anti personal mines we have right now suck which I hate because the idea of deploying an army of mines to kill your enemies is sick but it never works however with these it will work better than it should
If they end up with the same cooldown as the other mines, it'll be another episode of "Straight upgrade to other similar stratagems" instead of what should be a "These are good for heavy units" situation.
Arrowhead confirmed the "leaked" Mech video we saw early was mods that pulled the assets from the game code, I suspect this is the same. So these mines may not behave the same when they are officially added, like with the cooldown timer and not being weight sensitive. I bet they will be like the sentries, some aim only at bigger targets.
Honestly I don’t see myself picking this over other more essential strategems. There should be 4 for most essential and and extra 3 for just shits and giggles
Worst thing about this is how the official discord handles stuff like this. You mention it and everyone freaks the fuck out about how you're going to get banned. *For talking about content in the game files* Not saying "Yeah so this is how to exploit and get infinite x" Stuff like this generates significant hype for their game without them even needing to do a devlog. The discord is the most oddball place I've seen in a long while. Mods must live on the moon not knowing that people discussing what might be actually is a net benefit. Even the rule they lump it under is "Muh piracees and hax" which is even stranger. If I buy a book and the publisher accidentally prints the the initial draft of the sequel in the first edition, discussing that should not be forbidden. Same if devs put something in game files. Steam has a beta test mode exactly for this reason and NDAs also exist.
If your sentries are getting attacked then they were placed wrong or your team did a bad job defending them. Unless youre throwing it down just to bait enemies so you can escape sentries should basically always be out of reach. I bring EMS mortars on basically any mission thats not a blitz and have no problem keeping it alive to the point I can frequently throw a second one down before the first even runs out of ammo.
So basically, our options were: Airburst Rocket Launcher (Teamkilling gun) vs Literally makes the game infinitely easier for multiple Bot missions in the form of mines, and we chose the rocket launcher?
They will make a final push to cyberstan, where their creators (cyborgs) are held. Probably not now since we got weeks of constant bot fighting, but soon.
The fact they can be set off by infantry is dumb. Real AT mines require massive weight to trigger - in the realm of tons...A human can jump on top of one and it will never trigger.
Increase damage, increase creature size trigger, and make it more dense or smaller radius. Allows for higher chance of killing big as creatures, robots, and in-between. Prevents killing Helldivers as advertised. Higher chance of stepping on one. Best used on chock points.
i just cant understand why we're going for the 4th rocket launcher and not this... mind boggling. i guess we'll get these some time soon after this shit-show airburst rl
Sorry dude. After Arrowheads community managers statement, I can no longer support channels that post Helldivers 2 content. Wish you the best on the channel.
@@Venatix Likely nothing important. Unfortunately things I would imagine are not in your control. Your channel has been fun to watch but I must now unsub due to the helldivers content. You are not at fault. It is not like the content is bad. It is more I am not able to approve of or support Arrowhead studios at this time and thus it would be hypocritical of me to support a channel that plays the game. I have even taken my own helldivers vids down. I wager most people unsub and never say why. I know my single sub means jack shit but maybe the feedback would be appreciated. I do truly hope the channel continues to grow.
Maybe they would be good if they werent triggered by Helldivers and light enemies. But like that? No thank you. He who plants mines will reap teamkills.
Stress Testing New Airburst Rocket Launcher vs EVERY Enemy in Helldivers 2: ua-cam.com/video/YTMifXTY0TY/v-deo.html
Helldivers 2 LEAKED Explosive Bolt Action Sniper Rifle: ua-cam.com/video/bi95vRSjylI/v-deo.html
New Helldivers 2 Teleporter Backpack: ua-cam.com/video/RDURcV9xVl8/v-deo.html
New Helldivers 2 Remote Controller Missile Silo: ua-cam.com/video/XLn3jNDBV4A/v-deo.html
New Helldivers 2 Enemy Faction Leaks: ua-cam.com/video/puj7iJheM5U/v-deo.html
They should have a weight trigger (like real AT mines) and only be able to be set off by medium and larger enemies
nah wouldnt get friendly fire that way >:)
Damnit, the only reason I would've taken them would be the heavy weight trigger.
Considering that we have to manually arm hellbombs due to budgetary concerns, I don't think super earth is gonna spend extra money on that
In real life anti-tank mines can have an activation pressure as low as ~220lbs before getting triggered. Problem is, the average infantery soldier with an assault rifle, pistol, magazines, grenades, balistic vest, balistic helmet, backpack with even more equipment, food and water will easily reach that treshold and go spagetti if he walks over thoses babies.
IRL it is still not a great play to walk on AT mines, sometimes they can be calibrated wrong and cause the big nap on person size targets. So essentially, Super Earth intentionally miscalibrates their AT mines haha.
biggest problems with all mines is their preference to chain explode makes them less useful.
I never had them chain explode unless it was me being sent from 1 mine to the other, my body being the trigger. Most times when I deploy minefields they tend to behave and do their job more than adequately. Usually the only thing that ever gets past them is Chargers and Biles, crowds are wiped
"Great for tanks!"
I think it's called "Anti-tank" mines without any further information.
EAT who need 2 loads :
I'm amazed at how effective this is against factory striders!
Now I’m hoping that we get it.
It’s feet are weak spots
Now if only they'd fix the ship module that supposedly eliminates call down time on certain emplacements.
oh pretty sure that actually works, it might be more that it just removes the *preparation* time.
That means the emplacements still need to fall in order to reach the ground
@@somelolicon293 Damn, that makes too much sense. Didn't occur to me to check the duration before and after the buff.
@@daftPirate15 I believe it takes 2 seconds then they start heading down so it's about a 2 second difference
So the Anti-Tank mines are lesser in count and wider in spread than the basic Anti-Personnel mines, and despite the bigger blast radius and stronger damage, it would be a bit of wasted potential to just use these mines for basic enemy crowd control.
I think this is only meant for the new Factory Striders and the Tanks. It's not as effective for Heavy Bug clearing, given how the Bile Titan's anatomy favors the matchup.
It doesn't mean that the Anti-Tank mines are bad, nor does it mean that Anti-Personnel mines are useless. They just seem to fill a specific niche and will require some coordination to use. Baiting Factory Striders, baiting patrols and groups, denying entry when defending a specific spot, that sort of thing. The spread of the mines are a risk to consider. Anti-Personnel mines may be weaker, but they are more consistent. Pick your poison, it seems.
You could go full area denial and take two minefields.
I can just see the team wipe coming when the sample carrier is watching his map.😂
the large blast radius and the ability to delete chargers so i can save my Spear for Bile Titans already makes this quite attractive.
Perhaps they could reduce the effectiveness by only have medium to large mobs trigger the mines (just like AT mines irl cant be set off by someone on foot)
I think the mines would be more useful if they had a similar call in and cooldown to EATs. Being able to quickly call down and create a defensible position makes the mines good, but they can disappear rather quickly and the cooldown is sometimes too long to use them again for an engagement.
I feel the same about the MG auto turret. The Gatling one is just better in pretty much every way, but they both have the same call-in and cooldown. If the MG turret had a quicker cooldown and deploy time, it could be more viable as just a quick support weapon to assist you in any sudden engagement.
Stuff keeps being nerfed instead of buffed. Blame the devs and their special needs approach. They want you to buy the DLC items. While they cant even do rank 5 missions.
@@almostontimehero5415let me guess, the day 1 railcannon carried you through level 8-9? 😂
Oh no! The Dlc weapons are marginally better and the game isnt meant to be easy at high levels!
Sounds more like you have special needs that arent being fufilled here lol
@@almostontimehero5415 what are you smoking lmaooo
@almostontimehero5415 what dlc items? Lmfao
@@almostontimehero5415 "they want you to buy" doesnt make sense.
If they wanted that, theybwouldnt allow you to grind for the currency so easily
who needs this against bile titans when you've got the real bile titan landmine, shield relay!
Shield relay ? The 90s count down one ?
@@haokylan04drop the stationary shield as the bile titan is getting close and as soon it's above the shield hope it's doing the barf skill and watch it's own barf kill it.
@@haokylan04yeah you can get a bile titan to spit at it and it can since there is a splash hitbox for the spit it can make the bile titan kill itself
Um the shield generator relay trick sucks it still takes a LONG time (4 secs, up to 8 sec) to deploy and land even with the “zero deployment time” upgrade. You don’t have that much time on lvl 8-9 difficulty to use the shield generator and just hope you get perfect timing. Oh and if there are other enemies nearby (there always is) they will just rush it & it won’t work. When there is 3-4 bile titans coming out of a single bug breach the shield relay is useless. Better off getting an auto cannon turret, or anything that hurts the titans. Maybe on low difficulties against a single lone Bile titan it’s an okay trick, but still way too risky. The titan can simply step forward and crush you and the shield generator in a single hit
I mean yeah i doubt people are using it as a meta strat
Its just funny as hell
I think they ahould add something like a rocket sentry but it would only shoot at airborne targets like dropships, gunships and shriekers . It should have big enough rounds (or missiles) to effectively take them out. It would help out lots against the bots and the flying bugs.
If you tag a target, rocket sentry will prioritize it.
so basically the only minefield you should use cause the other ones are now obsolete...nice
I hope the minefields we currently have get a buff because it's so cool but absolutely unusable
Yeah, like what TF is even the point of the other two when this one just outclasses them entirely?😂
@@974cerebrateI tend to use the incendiary ones and I’ll only throw them on bug breaches or a huge horde following me with no one else around. Especially so if I believe it to be an area we won’t go through again and they work wonders. They can be the best and most powerful thing in my fire build
The fire mines are just as good because of the new rework to fire damage per tick
That’s why I think the AT mines should have a weight trigger like in real life. They should only trigger for medium to large enemies.
That way, chaff enemies like hunters and scavengers, maybe even warriors, can still swarm you, but the mines will only trigger for chargers, spewers, etc.
The normal AP mines certainly need a buff though. Maybe give them more fragmentation so they can kill more chaff.
Throwing mines can completely shut down a lane. Flamethrower dosent trigger them either so you make it impossible for bugs to do anything
Now this got me thinking... bile titan has long slim but well armored legs, probably no flesh inside at all... but they are like giant skewers, that thing has a body mass of an office building. It SHOULD technically sink into the fucking ground knee high.
Yeah, but their legs are the equivalent of the strongest metal in the universe lol
@Adeon55 no doubt about that... but mb that's what it should sink I to the ground like a stack of brick on 4 toothpicks
I'll probably touch this stratagem as often as I do the other mine ones. Never.
wasted potential lol
Maybe if they werent triggered by Helldivers and light enemies. But like that? No thank you. He who plants mines will reap teamkills.
Call it at your feet when you start disengaging and it helps clear out anything that follows you
@@You_Ate_My_Soap lets see your thoughts when you use the airburst lmao
@@Shadowizzmoneygang it’s not like they told us anything other thank leaks
Running both inciendary and regular mines is underrated
I agree. I get some of my highest kill counts that way. But the forums are filled with da's saying:
Nobody even uses mines, the only team kill.
All bad at the game I assume
They need:
Medium-heavy weight proximity trigger, which ignores dead bodies and debris
1 shot chargers, hulks, tanks if they were just above mine
2 shot tank if hits tracks
3-4 mines to kill titans
Lower cooldown to 110 seconds
Increase area and density.
If even at least one of the conditions is not met, then stratagem is garbage, like base mines. It's not the way on helldive difficulty. It's worthless even on defence missions, like, yay, mines killed front row of 5 enemies, rest of them got triggered as well in chain reaction, and now its useless for 180 more seconds.
I am very pleased that the anti tank mines do in fact work well against tanks
This should be really effective at clearing the map of my teammates, thanks!
Unfortunately, the low density of mine installation does not reduce the chances of team damage. Anti-personnel mines will work much better.
I noticed your shield activating the pressure trigger. Noted. =]
This helps make my choice for the major order, thank you
I would like a grenade slot mine like claymore. Also add map marker once deployed, i doubt most helldivers will notice either way.
When does this get added to the game?
Mine dispensers should work like sentries and drop mines around from time to time to mąkę them viable
I just wish the mines were bigger, i mean normal mines and incendiary ones look too much alike, since this one is supposed to be a heavy target counter they could at least be more intimidating in size
Pretty nice. And they're bigger so less likely for players to step on them.
The bile titans footprint is too small to trigger mines, mines in general are crap in this game and need a rework. These seem better than what we have now but they struggle like all the mines do and will probably get you killed more than your enemies
sounds like a skill issue
maybe a trigger device to "clear " all the mines - besides that i think mines are good but the cooldown is to high it should be around 70 seconds
Eagle Mine Field Strat with a longer, narrower area of effect.
Even a mine grenade could be interesting
I don't think this is necessarily true. On the Termicide missions, the mines were a must have since you could set a defensive perimeter and ensure the explosives didn't hit the tower. You could not do that with, say, an auto cannon sentry. The mission design right now lends preference toward offensive strategems because we are on the offensive the majority of the time. If we get more missions like Termicide, you'll see mines used more.
The one thing that makes me not use minefields is how small the radius is they spread in really.
The ability to lay several minefields at once is good, damage of the two mine types we have already is decent & that falling corpses can trigger mines is the cherry on top.
Outside of goofing around tho I never used minefields in a serious manner so far.
One charger sliding up a path clearing it for subsequent chargers seems like it makes this a worse 500. Smae with Hulks. But oddly good against factory striders?
3min cooldown is a lot for what this is offering
Anti-Tank lives up to its name. Not surprised the Strider's nearly immune, though, with it's narrow leg space.
Do you mean the titan? The strider got demolished in this video
@@danielearl3591 uh, yeah, my bad, sorry.
I do not really understand Arrowhead's intentions. These mines are really cool, but they invalidate the anti-personnel mines completely since I can almost guarantee you that they'll have the same cooldown (see same cooldowns on ALL sentries).
There’s much fewer of them than the anti personnel ones.
These are not in the game yet. We do not know how the sandbox will be like at their release.
Same thought here, cant really see a clear difference between the existing mines
the current mines ingame need a buff to damage and to CD to make them viable
Both the normal mine and the incendiary mine both need: more of them, covering a larger area and having a slightly lower cooldown
Rare that a stratagem just works. I guess thats why everyone is working to get the cluster launcher instead.
Actually I see it not effecting the bike titan as much as good. As most like you can focus your heavy weapon onto the Titan while the other bugs die blow.
It seems to me that the only thing that can increase the viability of mines is the ability to summon them 3 times in a row, in the manner of an Eagle, but with passive recharge. Well, or make a limited use for a mission, for example 10 times, but with a recharge of 15 seconds.
im just going to guess u dont say when u deploy mine fields, ive used em plenty of times with 0 team kills. takes 3 sec to be like hey minefield care
@@CausuallyHardcore The problem is not that allies are dying in a minefield. The problem is that the mines run out quickly and, at best, close a small passage for 30 seconds. At the same time, the hulk or charger can safely pass through them, thereby clearing most of the mines.
Throw it under a drop or breach and youll change your tune
man I can't wait to not use this over the eagle air strike!
how many fov you use is look like good???
可以佈置混合雷區
缺點就是很容易一次全爆
Best recommendation to counter Bile Titans is to layer it over a normal minefield.
The ammount of things that don't work with Titans makes me wonder of AH devs live this thing. We have multiples ways of kill all other enemies im the game, but Titans? EAT, Spear, Recoiless, Eagle 500, Railcannon and Laser. You are obligated to go with one of those.
Should work better for automaton tanks imo. The tank tracks shouldnt survive even one mine like irl. So if the tank passes through a minefield even if it doesnt die straight away it gets imobilised only with turret still moving. Thatd be better imo
friendly fire has a new best friend bc upon release, they gonna treat those mines the same way they treat all the other ones. gonna move around them lol
Ahh, looking back, we should have went for Anti-tank mines. Not unless we face illuminate though. Airburst might be good for em.
Imagine if the AT mine wasn’t good against tanks 😹
we just have to pair it up with the previous two mine stategems and we can finally get the highest teamkill ratio possible
AT-AT killed by AT
Odd to have this be in production when we already got rid of the automatons (I am aware of chargers) hmmmmmmm, they are up to something
Why we have AT mine if Automatons r destroyed
I love life the anti personal mines we have right now suck which I hate because the idea of deploying an army of mines to kill your enemies is sick but it never works however with these it will work better than it should
If they end up with the same cooldown as the other mines, it'll be another episode of "Straight upgrade to other similar stratagems" instead of what should be a "These are good for heavy units" situation.
Yeah so far the fact these go off on chaff enemies like hunters means these are just anti-personal mine mark 2 rather than a true anti-tank mine
How do you get access to all this stuff?
WE WERE WRONG! The airburts only sounded cool on paper! 😭
How to log into the test server?
They do great damage. Problem is getting the right enemies to walk over them
what's the point of the normal mine then? This one can do literally everything the normal one does, and way better lol
Have three min strategems in your back pocket
Ok, my friend are happy, what adout emancipator?
Mines always been underrated teammates walking over the mines 5 times in a row make them not viable 😂
Certain stratagems are worthless with friendly fire. If they didnt have friendly fire, that would be a huge buff and increase in utility.
The Fuck we gonna use Anti Tank Mines on when we've KILLED ALL THE TANKS... Love the Fuck out of this game
How do you get these leaked weapons? Cheats?
Arrowhead confirmed the "leaked" Mech video we saw early was mods that pulled the assets from the game code, I suspect this is the same. So these mines may not behave the same when they are officially added, like with the cooldown timer and not being weight sensitive. I bet they will be like the sentries, some aim only at bigger targets.
Honestly I don’t see myself picking this over other more essential strategems. There should be 4 for most essential and and extra 3 for just shits and giggles
Worst thing about this is how the official discord handles stuff like this.
You mention it and everyone freaks the fuck out about how you're going to get banned.
*For talking about content in the game files*
Not saying "Yeah so this is how to exploit and get infinite x"
Stuff like this generates significant hype for their game without them even needing to do a devlog.
The discord is the most oddball place I've seen in a long while. Mods must live on the moon not knowing that people discussing what might be actually is a net benefit.
Even the rule they lump it under is "Muh piracees and hax" which is even stranger.
If I buy a book and the publisher accidentally prints the the initial draft of the sequel in the first edition, discussing that should not be forbidden. Same if devs put something in game files. Steam has a beta test mode exactly for this reason and NDAs also exist.
this is really powefull
Unless the mines have legs and can jump like stalkers towards enemies, then they are still useless.
Before all this shit they need to make the other sentry drops actually useful. they break in .3 seconds.
If your sentries are getting attacked then they were placed wrong or your team did a bad job defending them. Unless youre throwing it down just to bait enemies so you can escape sentries should basically always be out of reach. I bring EMS mortars on basically any mission thats not a blitz and have no problem keeping it alive to the point I can frequently throw a second one down before the first even runs out of ammo.
Super like for this amazing game
this didn't age well sadly
Hope these ones actually work
Might be my new main
So basically, our options were: Airburst Rocket Launcher (Teamkilling gun) vs Literally makes the game infinitely easier for multiple Bot missions in the form of mines, and we chose the rocket launcher?
🤷♂️🤷♂️🤷♂️
Yep, it's not even a comparison lol in terms of badaserry aswell as effectiveness
haha funny reddit wholesome creek 100
Need bouncy betty land mines!!!
Shame these'll be useless, because the faction with tanks is about to be fucking eradicated.
They will make a final push to cyberstan, where their creators (cyborgs) are held. Probably not now since we got weeks of constant bot fighting, but soon.
Kinda pointless without a weight minimum trigger. Chaff will just clear it all before the heavies hit it.
seems pretty domocratic to me
🫡
Lame that it still triggers lightweights
YESSS SIRRRR
How is it good for tanks when it takes 4 mines to kill one lol, what if there’s 3 tanks chasing you
heh , more like anti traitor mine.
Half of it is gonna be triggered by the divers
Too bad ima still get kicked or team killed for bringing this on missions.
why test? No one uses mines anyway lol
The fact they can be set off by infantry is dumb. Real AT mines require massive weight to trigger - in the realm of tons...A human can jump on top of one and it will never trigger.
Increase damage, increase creature size trigger, and make it more dense or smaller radius.
Allows for higher chance of killing big as creatures, robots, and in-between.
Prevents killing Helldivers as advertised.
Higher chance of stepping on one. Best used on chock points.
i just cant understand why we're going for the 4th rocket launcher and not this... mind boggling. i guess we'll get these some time soon after this shit-show airburst rl
Sorry dude. After Arrowheads community managers statement, I can no longer support channels that post Helldivers 2 content. Wish you the best on the channel.
oof, what did I miss?
@@Venatix Likely nothing important. Unfortunately things I would imagine are not in your control.
Your channel has been fun to watch but I must now unsub due to the helldivers content. You are not at fault. It is not like the content is bad. It is more I am not able to approve of or support Arrowhead studios at this time and thus it would be hypocritical of me to support a channel that plays the game. I have even taken my own helldivers vids down.
I wager most people unsub and never say why. I know my single sub means jack shit but maybe the feedback would be appreciated. I do truly hope the channel continues to grow.
No reason to use the default mines anymore
3 min for this makes it useless, this needs to have 2 min base CD without the ship buff CD..
Maybe they would be good if they werent triggered by Helldivers and light enemies. But like that? No thank you. He who plants mines will reap teamkills.
Two should kill tanks and chargers for god sake for a bunch of devs that are supposed to be know their weapons they keep getting stuff wrong.
Or we keep using for unintended situations
A bit too late bit ok
Still useless at 180 call in. may as well use turrets. srsly needs to be 120/140 seconds
another useless stratagem
explosion are kinda mid for a mine that is supposedly meant for killing tanks
The mines we already have could have 30 second cooldown and I still wouldn’t use them.
Oh I definitely would if it was that low.
Flank secure, especially against bots. Hell yeah.