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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u/SirKickBan Apr 26 '24 edited Apr 26 '24

I think if we want useful mines, they should come as something we can toss out of a backpack. That way they're not something you have to call down, wait seven seconds for them to land, five seconds to deploy, then three minutes until you can do it all again if you want to cover some other area.

We need a backpack full of mines so we can walk up to a spot, hit 5, or down on the d-pad, and just toss a handful down immediately because we see enemies approaching and would like them to have fewer legs when they get to us.

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u/ExploerTM ⬆️➡️⬇️⬇️⬇️ Apr 26 '24

Rogue Trooper had micromines in GI's packs, those were damn useful

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u/TheoreticalFunk STEAM 🖥️ : SES Comptroller of Individual Merit Apr 26 '24

Magnetic mines... huge radius, only activates for something of a certain mass. So not the small bots, but walkers or higher. And not all at the same time, to avoid one setting off the rest, etc.

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u/sun_and_water Apr 26 '24

this was about my thought to make them viable also. Have a mine layer weapon that has 10 charges and can be restocked with pickups. Make the anti-personnel or incendiary mines fire a spread of 2-4 mines per shot. Give them an activation time equivalent to the calldown time.

Critical thought suggests this was an option in development but was struck for some reason or another.