On paper, I like mines because they offer a different option for killing enemies than other stratagems. You can use them strategically to block off enemy paths so that you have one less direction to worry about when holding your ground, you can stack them up if you're passing by extraction during a mission, that sort of thing. Of course, in practice they're a three minute cooldown stratagem that doesn't always get you as many kills as other stratagems (a sentry could probably get at least twice as many kills), they blow each other up when a corpse ragdolls across a field, teammates can get blown up by them (particularly worrying when playing with randoms), and they become useless if no enemies cross their path and/or your team kills them before they actually reach the minefield. I'm honestly not sure how mines could be buffed in a meaningful way. Obviously not having them trigger when an already-dead body tumbles over them would be nice. The Anti-Tank version not triggering on smaller enemies would be cool (and reduce teamkill potential). The developers have said as much that minefields feel underwhelming and the damage buff they got awhile back was supposed to be a stopgap measure, so I'm hoping that future updates give them something more.
Very satisfying to watch! It helped that it was a leaper seed full of light enemies, but medium or heavy enemy comp probably wouldn't have been too bad, especially given all the leftover EATs and reinforcements you had by the end.
Hillarious to see the entire team run all 3 mines at once, lol! When we got the Anti Tank Mines, this mission type was the first place I tested them in. Ran it with the Tesla tower to take care anything that isn't a heavy. Last time I ran them, I've witnesses the anti-tank mines kill a Charger Behemoth with just two mines, though often smaller bugs clear it out too, so it can be hard to get it to kill specific targets.
Did this same load out with randoms back when the invisible mine bug was still a thing, both exciting and frustrating because of how often the mines could latch onto walls or stairs due to lobbing from the hellpod mechanism. Cheeky fun and glad you could try it out too!
this gameplay surprisingly feels like watching the starship troopers extermination. which is definitely one of the huge inspirations for the helldivers dev when developing the game
New Spiked lets gooo !!! Honestly, while I love mines, I just can't justify the power vs the cooldown. AT mines maybe, if I play with a well-organized team, but even then it's a lot of TK potential - and potentially ruined by light/medium enemies - for something that has a longer cooldown than throwing eagle airstrike 3 times. Imo the best way would be to give it an additional use that's also on a 3-minute CD. It's always going to be niche - since it's easy to TK on a team without comms - but at least it'll have the staying power when used with good communication.
I wonder if they're wary of lowering the CD because of how much you could just cover the map with mines (and the performance issues that might entail). They could up the damage though, in HD1 the anti-tank mines in particular were a fantastic sidegrade to the Airstrike, longer cooldown but could be pre-planted and one charge would be good for several waves of attacks. IIRC one mine was enough to immobilise a Cyborg tank, and you could kill several charges with one minefield too. It triggering off smaller enemies wasn't necessarily a negative as it meant you could still use it as an all-purpose "strike" that happened to also be good for AT.
I wonder if they're ever gonna fix this mission for bugs. Before that "big" update in june, this mission used to be hectic for both factions, but the change to bug breaches made this mission really easy against the bugs even on the highest difficulty. I think it's safe to say the minefield tactic would not have worked out so well before that update...
Dear gods... I saw the title... saw the loadout screen before the drop... going to get some popcorn because this is gonna be good :)
This is how you celebrate the Fourth of July in Helldivers 2.
On paper, I like mines because they offer a different option for killing enemies than other stratagems. You can use them strategically to block off enemy paths so that you have one less direction to worry about when holding your ground, you can stack them up if you're passing by extraction during a mission, that sort of thing. Of course, in practice they're a three minute cooldown stratagem that doesn't always get you as many kills as other stratagems (a sentry could probably get at least twice as many kills), they blow each other up when a corpse ragdolls across a field, teammates can get blown up by them (particularly worrying when playing with randoms), and they become useless if no enemies cross their path and/or your team kills them before they actually reach the minefield.
I'm honestly not sure how mines could be buffed in a meaningful way. Obviously not having them trigger when an already-dead body tumbles over them would be nice. The Anti-Tank version not triggering on smaller enemies would be cool (and reduce teamkill potential). The developers have said as much that minefields feel underwhelming and the damage buff they got awhile back was supposed to be a stopgap measure, so I'm hoping that future updates give them something more.
Not to mention that two times that I can remember they were bugged to be invisible in game after deployment.
The fashion Spiked used in this video:
Helmet - B-01 Tactical (Starter Equipment)
Armour - B-01 Tactical (Starter Equipment)
Cape - Independence Bringer (Helldivers Mobilize Warbond)
Very satisfying to watch! It helped that it was a leaper seed full of light enemies, but medium or heavy enemy comp probably wouldn't have been too bad, especially given all the leftover EATs and reinforcements you had by the end.
Hillarious to see the entire team run all 3 mines at once, lol! When we got the Anti Tank Mines, this mission type was the first place I tested them in. Ran it with the Tesla tower to take care anything that isn't a heavy.
Last time I ran them, I've witnesses the anti-tank mines kill a Charger Behemoth with just two mines, though often smaller bugs clear it out too, so it can be hard to get it to kill specific targets.
Did this same load out with randoms back when the invisible mine bug was still a thing, both exciting and frustrating because of how often the mines could latch onto walls or stairs due to lobbing from the hellpod mechanism. Cheeky fun and glad you could try it out too!
9:00 Certainly didn't expect flying frogs in this video, gold clip right there haha
What could possibly go *RIGHT?*
*Sees thumbnail* "Oh god", *Sees that it's a evacuate HVA missions* "Ah this should be a fun one"
Oh yeah, the meme runs are finally coming. Me, Deacon and Dovah love this combo.
Nice curtain call lap!
this gameplay surprisingly feels like watching the starship troopers extermination. which is definitely one of the huge inspirations for the helldivers dev when developing the game
I had fun with ST Extermination, just felt like it needed a lot more flesh on its bones. The base building and resource collection was cool tho.
"What could go wrong?"
My exact thought as I clicked on the video XD
Hellpods with the mines and a eagle airstrike have been obliterating bugs holes for me
I forgot about this run and I'm glad it got to see the light of day!
Aww a Valentine's Day special in August
HE DID THE THING! :D
Spiked you absolute madman 😂😂
That was fun!
Ope, THE Spiked died once with the all mine load out, it's clearly not a viable strategem
/s
beautiful
New Spiked lets gooo !!!
Honestly, while I love mines, I just can't justify the power vs the cooldown. AT mines maybe, if I play with a well-organized team, but even then it's a lot of TK potential - and potentially ruined by light/medium enemies - for something that has a longer cooldown than throwing eagle airstrike 3 times.
Imo the best way would be to give it an additional use that's also on a 3-minute CD. It's always going to be niche - since it's easy to TK on a team without comms - but at least it'll have the staying power when used with good communication.
I wonder if they're wary of lowering the CD because of how much you could just cover the map with mines (and the performance issues that might entail). They could up the damage though, in HD1 the anti-tank mines in particular were a fantastic sidegrade to the Airstrike, longer cooldown but could be pre-planted and one charge would be good for several waves of attacks. IIRC one mine was enough to immobilise a Cyborg tank, and you could kill several charges with one minefield too. It triggering off smaller enemies wasn't necessarily a negative as it meant you could still use it as an all-purpose "strike" that happened to also be good for AT.
@@newspiked7385 yeah that def sounds a lot better than what we have now - I like the idea of mines being a pre-emptive side grade
The real problem with mines is when you put them down they get instantly blown up by someone’s Eagle
You madmen!
They just need way lower cooldown and to be immune form chain reacting from each other
landmines, wasteland go brrrZz
Honestly op lol
indeed like Christmas!
I wonder if they're ever gonna fix this mission for bugs. Before that "big" update in june, this mission used to be hectic for both factions, but the change to bug breaches made this mission really easy against the bugs even on the highest difficulty. I think it's safe to say the minefield tactic would not have worked out so well before that update...
Yeah, miss how it used to be...
@@newspiked7385 good times...
Half the cool down time and make it so they can't blow each other up and I'll start using them.
Wouldnt it have made sense using the drop pod augment that lightes everything on fire when hotdropping the fields onto the enemies?
Maybe, it has a very small radius tho, much smaller than the vfx
@@newspiked7385 Didnt know that. Thats crazy wow
Beyblade loadout go brr
BEYBLADE BEYBLADE LET IT RIP!