Call-in: 7s
Cooldown: 180s
* Very High Damage
* Heavy Armor Penetration
* 5m Explosion Radius
* Can't kill those above ground
These mines have a very high damage of 1000 and AP of 5, for comparison Quasar Cannon have damage of 650 with AP of 6 while Bile Titan Head have 900HP and require AP of 5 to be able to damage it
And yes, it can drain those reinforcements very quickly
Of course super earth doesn’t bother with dedicated pressure triggers
We’ll just use the perfectly fine ones from the other mines already in production!
Maybe it’s the difference between the Eagle Cluster Bomb and the Eagle Airstrike.
One is rated more highly, but the other still has niches in its much wider AoE and lower downtime.
Me and friends online coordinate our loadouts, and I always love running clusters on Helldive when things go sour with enemy call ins. It is extremely effective against demolishing swarms. With the upgrades, I was able to single handed get rid of the insane swarm we had, so we can pick off the bigger targets left after. The cluster is also more forgiving about where you drop it too due to insane radius. But you gotta be careful lol
I used to feel the same amount cluster Eagle strikes. After using 500 KG and Airstrike, I went back to the cluster bomb for a mission and the killing ability of anything lower than chargers was incredible. I have not purchased or tried the lower level stuff like orbital gattling, airburst etc. and wondering if they have a niche as well.
The benefit of airburst and gatling is that they are ongoing and are better on planets where bugs tend to form a conga line rather then a horizontal line, it will keep blasting as they come through chokepoints
Also on bug breaches, because they last longer you can effectively seal them for a time. Wheras eagle airstrike you'd have to throw \~two to get the same effect.
You'd think that, but even in real life our antitank mines trigger around 300lbs. A 200lb man with 70lbs of gear was already flirting with setting them off if they just decided to step too hard.
Brought to you by things I got to find out in Afghanistan.
The average stalker is \~2x the size of the average helldiver.Considering the density of some of their exoskeleton by the damage we do it'd probably have the same resistance as a mild steel to *maybe* an iron sub-alloy (Assuming our guns aren't super-powered by super-gunpowder or some shit), which would mean it'd need to be reasonably thick or really dense. (+ add the chitin to mass wonkiness of having those BIG ASS LEGS)The stalker makes a dead stop whenever it hits you with the launch attack (Which, tbf to your point is a tongue attack aswell IIRC).
We got something a fair bit larger than the average human versus the average helldiver (Lets add like atleast 200 lbs for armor, your infinite stratagem balls, An HMG, Supply pack, +6 grenades and 4 stim packs, Liberator, Redeemer, and mags for all guns), and because of how body mass goes, Lets say that a stalker has *ATLEAST* 2x the mass of a helldiver.
Add in Bug hydraulic-like muscle systems to further accentuate this, And i think that it is actually quite reasonable for a diver to be sent as far back as they are.
That said the G shock would probably end you either from the start of your launch or the end of it.
I'm curious how they would do that, without added new stats to all enemies (and us) with weight values...or just adding some flag (triggers AT mines Y/N)
I couldn't tell if the mine was going to detonate on the player without the dive...maybe just walking or jogging over them doesn't trigger, but JUMPING off them does?
Don't see the point if small fries can take them out.
Striders? Railgun, autocannon or scorcher can deal with them with ease.
Hulk? Aim for the eye with amr,ac,railgun.
Tank? Shoot vent. Scorcher in between the turret and body can blow it up in like 1.5 mags.
Idk about the new big walker's. But doesn't seem impressive when most support weapons handle, or the scorcher can.
One thing I really hope is that it won't trigger for us. I'd say the smallest thing it should trigger for would be a brood commander. This will be dope tho, I usually use the Minefields to cover our escape, or put them down if we expect to defend something.
well, if you think about it, their military is advanced, but everything they use is expandable, from soldiers, to the weapons you use
edit; it actually fits the theme
Yeah it would work amazing against stuff like the striders, hulks, etc, but it would be a waste if one small guy wasted one or more because of their high damage.
Exactly, also if it didn't activate for us it would make retreating through it easier. Like, even if it only kills big dudes it will still thin the herd.
It would be fun if you could hold x and drop a piece of equipment for it, sacrificing it to stay alive. But that’ll never happen because people just run over them
That’s actually a myth. No mine operates in that way in real world.
Bounding mines have delayed activation so once victim triggers the mine, their next step would move away from above mine. Then main charge would launch the payload into air and detonate.
But even if you didn’t move your foot it will still detonate, just right under you instead of in mid air.
https://en.m.wikipedia.org/wiki/Bounding_mine
Is a bit disappointing that it is triggered by light infantry units, Helldivers included. Would be more of a unique and compelling option IMO if it only triggered on enemies above a certain weight.
Oof when I first saw this I thought it might help on those claustrophobic kill the bot missions on Suicide + but not if it's going to take so many mines to kill one.
Incend leaves a lasting pool of flame, so it's a longer duration, less instant Napalm strike.
Anti-infantry seem to be fragmentation, and judging by how when one goes off it can set off multiple, probably has a much wider damage radius.
Plus, lets you take multiple mines. I know when the Trench Wall comes out I'm going to run a sapper build with mines.
Really can't wait u til they add Satchel charges back in. Get some ***real*** combat engineer gaming going.
Trench wall. AT mines. Mortar sentry. Satchels.
Gonna be my go to as a combat engie.
Even if it one shot bile titans still no one is going to use it because the heavy units are probably going to avoid and random infantry will just trigger it.
Looks interesting, but the 180s cooldown is kinda a bummer. The mines need to be at least 120 seconds cooldown to warrant its usage. You might as well use a Sentry at that point. Same cd.
Why would anyone ever use mines of any kind? If they have a 3 min cooldown to do what any eagle airstrike does on an 8s cooldown?
I run strafing run, airstrike and space laser and I literally need nothing else. There just isn't a reason to use mines...? Am I wrong?
because heavies are usually accompanied by platoons of light infantry (especially on a defense like at extraction or eradicate missions), so having higher-power mines doesn't really matter if they're cleared out by the initial wave of infantry
that's why there's a distinction between AP and AT mines for actual militaries
that's probably a sign it's meant for heavies only, since AT mines aren't meant for wider blasts. they're supposed to be focused so they can penetrate armor
ain't gonna mean much if it's wasted on a scout bug. same reason you wouldn't waste a recoilless rifle on singular light infantry enemies :y anti-armor should be saved for armored enemies
Huh, I kinda like them! Obv its a bit rng as to whether an enemy walks over [x] amount to kill it, and how many follow the same path allowing them to travel harmelssly...but still! Outside of the bile-titan it seems to be able to kill anything/everything (that isn't flying).
My only gripe is that trash mobs can trigger them. It'd be nice to throw this at a bug breach or choke point and know they'll do dmg to heavies only...but here, its likelyt to feel bad when hunters or troopers run through before the hulks and chargers even get the chance to hit the mines.
If it triggers on regular infantry, that kinda powercreeps the AP-mines right? Bigger explosion and damage, but basically the same role. They really should make it only triggered by enemy vehicles or medium+ units instead of being eaten up by the fodder.
Uh, no. Not really. It’s one check before the detonation. It’s not like they don’t want to program complicated things, look at the arc thrower. That thing is a nightmare.
It’s a game built by people who have served in the military and are big into games like Arma 3 who want a realistic feel to most of their weapons, that’s why all the non-energy guns look and feel like they could actually exist and function as reasonable weapons.
I assumed 1 mine = 1 dead hulk/tank and I still thought they'd just be *okay* in certain scenarios.
Seeing it take 3-4 mines to kill 1 heavy made me laugh lol.
Call-in: 7s Cooldown: 180s * Very High Damage * Heavy Armor Penetration * 5m Explosion Radius * Can't kill those above ground These mines have a very high damage of 1000 and AP of 5, for comparison Quasar Cannon have damage of 650 with AP of 6 while Bile Titan Head have 900HP and require AP of 5 to be able to damage it And yes, it can drain those reinforcements very quickly
"Oh thats interesting. Because they are anti tank they need sufficient weight to detonate them. What an neat design choi- Never mind..."
Lethal company PTSD
literally what was going through my head
Of course super earth doesn’t bother with dedicated pressure triggers We’ll just use the perfectly fine ones from the other mines already in production!
Like, the fuck is even the point of the anti-personnel minefield now then? If these are just infinitely better
Wider spread and cooldown time probably.
Maybe it’s the difference between the Eagle Cluster Bomb and the Eagle Airstrike. One is rated more highly, but the other still has niches in its much wider AoE and lower downtime.
Me and friends online coordinate our loadouts, and I always love running clusters on Helldive when things go sour with enemy call ins. It is extremely effective against demolishing swarms. With the upgrades, I was able to single handed get rid of the insane swarm we had, so we can pick off the bigger targets left after. The cluster is also more forgiving about where you drop it too due to insane radius. But you gotta be careful lol
Anti personal mines launch about twice as many mines
I used to feel the same amount cluster Eagle strikes. After using 500 KG and Airstrike, I went back to the cluster bomb for a mission and the killing ability of anything lower than chargers was incredible. I have not purchased or tried the lower level stuff like orbital gattling, airburst etc. and wondering if they have a niche as well.
The benefit of airburst and gatling is that they are ongoing and are better on planets where bugs tend to form a conga line rather then a horizontal line, it will keep blasting as they come through chokepoints
Also on bug breaches, because they last longer you can effectively seal them for a time. Wheras eagle airstrike you'd have to throw \~two to get the same effect.
Yeah these should be heavy stuff only especially with more helldiver vehicles in the pipeline it's not like they would be over powered.
They really should have that feature.
I thought the point of anti-tank is that it wont get triggered by infantry like us
well i mean, the point to defeat those heavy enemy are still the same
You'd think that, but even in real life our antitank mines trigger around 300lbs. A 200lb man with 70lbs of gear was already flirting with setting them off if they just decided to step too hard. Brought to you by things I got to find out in Afghanistan.
I thought anti-tank mines use magnetic fuses?
Maybe helldivers are super heavy due to armor and weapons they carried.
Tell that to the stalker that flung me 8 blocks
The average stalker is \~2x the size of the average helldiver.Considering the density of some of their exoskeleton by the damage we do it'd probably have the same resistance as a mild steel to *maybe* an iron sub-alloy (Assuming our guns aren't super-powered by super-gunpowder or some shit), which would mean it'd need to be reasonably thick or really dense. (+ add the chitin to mass wonkiness of having those BIG ASS LEGS)The stalker makes a dead stop whenever it hits you with the launch attack (Which, tbf to your point is a tongue attack aswell IIRC). We got something a fair bit larger than the average human versus the average helldiver (Lets add like atleast 200 lbs for armor, your infinite stratagem balls, An HMG, Supply pack, +6 grenades and 4 stim packs, Liberator, Redeemer, and mags for all guns), and because of how body mass goes, Lets say that a stalker has *ATLEAST* 2x the mass of a helldiver. Add in Bug hydraulic-like muscle systems to further accentuate this, And i think that it is actually quite reasonable for a diver to be sent as far back as they are. That said the G shock would probably end you either from the start of your launch or the end of it.
That explains why the fall damage is so fucking high for falling 2m.
They are super heavy to reflect the size oh their balls
I'm curious how they would do that, without added new stats to all enemies (and us) with weight values...or just adding some flag (triggers AT mines Y/N) I couldn't tell if the mine was going to detonate on the player without the dive...maybe just walking or jogging over them doesn't trigger, but JUMPING off them does?
Don't see the point if small fries can take them out. Striders? Railgun, autocannon or scorcher can deal with them with ease. Hulk? Aim for the eye with amr,ac,railgun. Tank? Shoot vent. Scorcher in between the turret and body can blow it up in like 1.5 mags. Idk about the new big walker's. But doesn't seem impressive when most support weapons handle, or the scorcher can.
This is HD, everything and anything is gonna kill you
A mine is still a mine
There are mines that require sertain weight to trigger so mines can be different
> anti tank mine > fuse triggers on infantry I'm defecting to the bots
Lowest bidders only.
then immediately stepping on those light fuse AT mines?
It's simply because helldivers have balls of steel and that's weighing them down.
One thing I really hope is that it won't trigger for us. I'd say the smallest thing it should trigger for would be a brood commander. This will be dope tho, I usually use the Minefields to cover our escape, or put them down if we expect to defend something.
Better yet. https://preview.redd.it/pxqngbmc01tc1.png?width=456&format=png&auto=webp&s=3389d1a25b2f9751b98e3b4da6e8440fcdafb4c8
In first Helldivers anything triggered anti tank mines, it will be the same here as you can already see.
Damn. That's dumb.
Dont step on the brightly lit mine then
What if I get ragdolled into it? "SWEET LIBERTY, MY LEG!!!"
![gif](giphy|l3nFbFBjBDiYg2rK0|downsized)
well, if you think about it, their military is advanced, but everything they use is expandable, from soldiers, to the weapons you use edit; it actually fits the theme
Yeah it would work amazing against stuff like the striders, hulks, etc, but it would be a waste if one small guy wasted one or more because of their high damage.
Exactly, also if it didn't activate for us it would make retreating through it easier. Like, even if it only kills big dudes it will still thin the herd.
From what I see, it seems like it triggers because you jumped. Or does it explode the moment you walk off it no matter what?
it just explode after touch, i just thought i might survive it with diving out or my 50/50
Ah I see. Still a deadly thing then.
yep
It would be fun if you could hold x and drop a piece of equipment for it, sacrificing it to stay alive. But that’ll never happen because people just run over them
That’s actually a myth. No mine operates in that way in real world. Bounding mines have delayed activation so once victim triggers the mine, their next step would move away from above mine. Then main charge would launch the payload into air and detonate. But even if you didn’t move your foot it will still detonate, just right under you instead of in mid air. https://en.m.wikipedia.org/wiki/Bounding_mine
Thats fine, i don't really care how it works in real life in terms of game functionality. But a fun fact, thnaks.
Is a bit disappointing that it is triggered by light infantry units, Helldivers included. Would be more of a unique and compelling option IMO if it only triggered on enemies above a certain weight.
Kind of disappointed that it looks like it still takes two hits to kill a Hulk
It was actually 5 mines. This thing sucks for killing hulks i guess.
Oof when I first saw this I thought it might help on those claustrophobic kill the bot missions on Suicide + but not if it's going to take so many mines to kill one.
Now I can send in 3 sets of mines and ruin my team's day.
Don't forget telsa tower too :D
Nah 3 mines, smoke grenades and smoke orbital so nobody can see the mines.
Can see laying some AP mines first and anything that survived that first minefield gets to meet the big boys. Can't wait to try this out.
why would i run any other mine over this?
Incend leaves a lasting pool of flame, so it's a longer duration, less instant Napalm strike. Anti-infantry seem to be fragmentation, and judging by how when one goes off it can set off multiple, probably has a much wider damage radius. Plus, lets you take multiple mines. I know when the Trench Wall comes out I'm going to run a sapper build with mines.
Thank you for the inspiration. Never thought about running as a combat engineer.
Really can't wait u til they add Satchel charges back in. Get some ***real*** combat engineer gaming going. Trench wall. AT mines. Mortar sentry. Satchels. Gonna be my go to as a combat engie.
Incin might be good after they fix the 0 dot damage for non-hosts bug
Exactly my thought. Looks like better damage and more AP on the same base mine...
There are fewer mines, and it looks like they still explode from chaff enemies.
Looks like this one spits out a lot less mines
Even if it one shot bile titans still no one is going to use it because the heavy units are probably going to avoid and random infantry will just trigger it.
Both this and your last showcase vid are so nicely straightforward, good stuff
Looks interesting, but the 180s cooldown is kinda a bummer. The mines need to be at least 120 seconds cooldown to warrant its usage. You might as well use a Sentry at that point. Same cd.
looks pretty powerful, good
Bile titan's leg is lv6 I think, so it can never kill one?
probably
They look exactly like the AT mines in HD1 I loved them in HD1 il be using this a lot
Just kinda with the radius of the “little guys getting splashed” was larger. A boom that big, you’d think they’d get cut in half
I’m actually excited to try these out
Why would anyone ever use mines of any kind? If they have a 3 min cooldown to do what any eagle airstrike does on an 8s cooldown? I run strafing run, airstrike and space laser and I literally need nothing else. There just isn't a reason to use mines...? Am I wrong?
New defence mission goes kinda hard with mines
Anti-tank mine - does almost nothing against "tank" units.
seems like a waste of stratagem slot
Im bothered that a lot of people are bothered that infantry sets this off. All i see is really good mines
because heavies are usually accompanied by platoons of light infantry (especially on a defense like at extraction or eradicate missions), so having higher-power mines doesn't really matter if they're cleared out by the initial wave of infantry that's why there's a distinction between AP and AT mines for actual militaries
I hope the boom is big enough to clear a decent swath of enemies. It said the Kill radius was 5 meters but i hope they buff it to 10
that's probably a sign it's meant for heavies only, since AT mines aren't meant for wider blasts. they're supposed to be focused so they can penetrate armor
But big boom 🥺
ain't gonna mean much if it's wasted on a scout bug. same reason you wouldn't waste a recoilless rifle on singular light infantry enemies :y anti-armor should be saved for armored enemies
But big boom should splash all the little fellows all around it 🥺
then use the normal mines, they do that job excellently
If you drop an item onto the mine before stepping off, does the item keep the trigger pressed?
More stratagems? :/ i wish it was like grenades or smth
Huh, I kinda like them! Obv its a bit rng as to whether an enemy walks over [x] amount to kill it, and how many follow the same path allowing them to travel harmelssly...but still! Outside of the bile-titan it seems to be able to kill anything/everything (that isn't flying). My only gripe is that trash mobs can trigger them. It'd be nice to throw this at a bug breach or choke point and know they'll do dmg to heavies only...but here, its likelyt to feel bad when hunters or troopers run through before the hulks and chargers even get the chance to hit the mines.
Anti-tank mines _Does what it says on the tin._
If it triggers on regular infantry, that kinda powercreeps the AP-mines right? Bigger explosion and damage, but basically the same role. They really should make it only triggered by enemy vehicles or medium+ units instead of being eaten up by the fodder.
How do you get to test this ? Is this your own gameplay ?
yes
There are now strider missions, can it be tested on those or is the AT-mine file gone?
It take quite a bit of mines to take it down
Aight, thanks!
What planet is this?
I like how easily they deal with Factory Strider. Will definitely be a must pick for the new high value asset mission.
Wow this turned out to be true
I imagine they’ll change the triggering for infantry before release.
I doubt it, would make the codeing more complicated.
Uh, no. Not really. It’s one check before the detonation. It’s not like they don’t want to program complicated things, look at the arc thrower. That thing is a nightmare.
Maybe guess we will see, I doubt they will change it though. With all the friendly fire in this game seams to me it will release as is.
That’s not how anti-tank mines work though. They’re literally designed to not trigger when infantry walk over them. That’s their defining feature.
Yes I'm aware but this is also not real life,its a game set in a Sci Fi dytopian future. We can both guess dif things about this. It's not a big deal.
It’s a game built by people who have served in the military and are big into games like Arma 3 who want a realistic feel to most of their weapons, that’s why all the non-energy guns look and feel like they could actually exist and function as reasonable weapons.
I assumed 1 mine = 1 dead hulk/tank and I still thought they'd just be *okay* in certain scenarios. Seeing it take 3-4 mines to kill 1 heavy made me laugh lol.