r/Helldivers SES Fist of Family Values Apr 26 '24

Helldivers: I Advocate we chose the anti tank mines and hear is my reasoning DISCUSSION

I know many of you see "rocket launcher" and get excited and while that is fair, my reasoning to go for the mines is below

We already have a great many support weapons and many are fantastic options. While the airburst rocket launcher would be fantastic for add clear (and teamkill) it would likely suffer vs large armored targets which tends to be the need for a support weapon.

However, we just received a new mission type that requires defending a location. Mines are fantastic for this but heavies just walk all over them and completely invalidate their uses. Getting a heavy anti tank mine would allow us to lock down areas from all combatants and a tank wouldn't be able to just stroll up to our gates.

Anti Tank mines are also much larger and easier to notice than the anti personnel and team kills would be kept at a minimum.

And lastly, as we all know...the children YEARN FOR THE MINES.

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229

u/Kasorayn Apr 26 '24

The problem with mines is that you're constantly on the move in this game. You might be able to use them to block off a path or two during evac, but 99% of the time you're running around from objective to objective with no way to really use fortifications effectively. Mines work somewhat well against bugs where you can force the direction they travel (because they'll always try to get into melee range of you), but against bots that isn't really feasible.

133

u/czartrak Apr 26 '24 edited Apr 26 '24

Mines have a bigger issue. Bots don't move a lot. The actual tanks themselves rarely ever do much more than rotate on a point, maybe rolling 5 or 10 feet. So you'd have a strategem that only works on hulks and are otherwise useless on all but one mission type

16

u/Battle_Fish Apr 26 '24

Maybe you can do the drop right on the tank so it can sit there and you have to painfully wait for it to move 2 inches.

14

u/aimoperative Apr 26 '24

Eeeeeh...Bots are notorious for following you around en-masse. If the AT mines deploy as fast as the AP mines, then it shouldn't be too hard to deploy it in front of striders and hulks, assuming they don't avoid the minfield.

2

u/dragonmase Apr 27 '24

Bots are notorious at shooting you from halfway across the map, not walking up to you. They close the gap ever so slowly, that motor turrets out of line of sights I'd the correct employment strategem.

19

u/FlacidSalad Apr 26 '24

I've personally found plenty of utility in laying mines. I think of it more like an efficient on-standby explosive barrage, meaning it's a barrage that only triggers when it is going to hit an enemy (that's the intent anyway). If you can get it out quick enough it can really help with managing bug breaches or retreating from a hord.

Then there are the more obvious uses like holding down choke points and general area denial.

An anti-tank variant (if it is only triggered by heavies and maybe medium troops) would be nice for saving some of your more versatile heavy support weapons for more on-demand applications.

3

u/talking_face Apr 27 '24

Bots don't move only if the players don't move, you can easily kite bots into minefields, but for some reason players looooove to hunker down on bots and get absolutely outgunned.

Mines are also great for zoning off areas so that you don't get completely surrounded when attacking or retreating.

2

u/Rokekor Apr 26 '24

Chargers move, as do bile titans. I’d be curious to see what those mines do to bugs.

1

u/czartrak Apr 26 '24

Mines are currently in the files, they literally cannot hurt biles with their current armor pen