Helldivers 2 Launches the Most Divisive Major Order So Far.. What Now?!
2024 ж. 6 Мам.
99 110 Рет қаралды
This incredibly divisive major order will is already causing so much chaos
Which stratagem should you attempt to fight for?
Enjoy!
Timestamps:
0:00 Intro
0:12 New Major Order
2:01 Anti Tank Mines
4:06 Airburst Rocket Launcher
6:11 Discussion On The Stratagems
8:02 Who's Going to Win?
#helldivers #helldivers2 #helldiver
Mine.. Or Airburst Rocket Launcher?
Rocket launcher = big boom, big boom = me happy
Air burst easily it’s not even a competition, been waiting on this weapon as soon as it had been leaked
Air burst
mine
Hmm...an arguably-useful weapon in the airburst rocket launcher, or a variant of the Insta-Troll 9000 that will kill many more Helldivers than tanks? _How shall I choose?_
When 89% of the playerbase is going for the Airburst, it's anything but divisive
I think you got your digits flipped around, I'd be amazed if it wasn't 98% lmao
Pick what you want, but If the airburst ends up flopping in usage, I’m coming for you guys
I think it’s the concept of one of them being locked that is divisive, not which one to choose
@@mamaluigigamer99 honestly i think the airburst will be pretty mediocre, i justthink the mines will be even worse. i'll be shocked if either of them see consistent use more than a week after they've dropped
@@Mushroomhaus0001 you gotta figure we'll get both eventually though, right? can't imagine they'd waste time developing an item and then just not implement it
To be honest its not very divisive, I have yet to see a single person fight for the at mines in the helldivers discord. All i saw was ppl shouting for airburst.
The AT mines seem decent but when fighting agains the airburst they got no chance
Mines need a major CD reduction. They just aren't worth bringing.
Humm mines or rocket? Yeah, I think ppl are gonna go for the rocket. 😅
its 60k on Rocket and 8k on Mines rn on their respective planets
I want the mines. We need better ways to deal with large armored units.
Y’all need to chill of course we will get both eventually but this is a cool way to do it
preach. It would be SO fucking stupid to leave one out, but thats SO cool
Arrowhead is definitely crazy enough to toss the losing stratagem. Also its something Valve did once. The demoman never got gunboats after losing the war update.
It’s the democratic way
@@Seto0019 Minecraft moment
As long as they don't go the new minecraft mob route
i'm sure we'll get both eventually.
yeah i cant imagine devs putting all of the work in both stratagems just throw one of them away, not in our world
@@konstantinzagorodnyy7588 what about making one depending on which planet players will most likely liberate
@@MintBunHunter feels kinda like we were picking things in a research tree
Just a reminder, bots are the ones who hold this planet... it might go into their arsenal ^^
@@michasokoowski6651 They already have mines xD they hurt 🥲
People underestimate the power of the anti-tank mines, they were OP in the original helldivers
We've seen leaks and they are just bad
sadly they are only good on tanks its like 5 to kill hulk and a cant remember stuff on the termind side of stuff
You say that as if most of the equipment didn't get nerfed in HD2
If they doubled the area they covered then that would be great but right now they’re really niche
but the airburst is so cool
Id love if the anti tank mines were like anti tank mines irl, needing a lot of weight to trigger it, i think it makes sense especially in a war where most creatures are heavier than your troops also it would be a more selective minefield, doing damage where it matters instead of on chaff
It was like that in HD1. It makes no sense at all to have AT mines that can be triggered by the smallest of critters.
Odds are that it's been further tweaked and changed since those clips were uploaded, so it'll likely actually do it's job at wrecking tanks
@@Xandros999 honestly it doesnt make sense to have mines that your troops can trigger when the enemy is heavier, a full metal bot the same size as a human is gonna be heavier, and the small bugs are pretty chunky too, so like, all mines should be friendlyproof, just because theyre not heavy enough to set it off
@@Xandros999 that's what makes me think that they didnt think out the proper use of antit-tank, it took 5 to kill a hulk, so its completely useless to me
@@norrecvizharan1177 oh for sure, i dont doubt that, i just think its weird a 100 pound bug can set off an anti tank mine thats usually weighted for like, 1 ton
Air-burst seems like a hand cluster bomb and I want it. The anti-tank mines will probably be a meta on Automaton's asset evac missions for sure, because there's a lot of factory striders
A hand and backpack cluster bomb that deals less damage.
I kill my teammates more then the enemy. We lost matches due to this weapon. sometimes they expload very close and wipe the team.
Good arguments can be made for both, but I’m leaning toward airburst for two reasons. First, the airburst rocket is more than just anti-air (which many people seem to be treating it as), it’s a cluster bomb launcher. If there’s a group of enemies 50m away, no there isn’t. It’s a rocket that focuses on AoE instead of penetration, which is a yet unfilled niche. The other reason is that the AT mines appear to be triggered by everything, meaning that smaller units can detonate the mines, sacrificing themselves and protecting the heavy units that the mines were intended for. Another, less prevalent reason is that the AT mines require prediction, and if you guess wrong, they do nothing. If you opt not to predict the enemy’s movements and drop it right on them, the mines can get destroyed before most or any of them deploy. I disagree that the going for the AT mines is the more strategic option, as I feel that they will be less effective overall and less fun to use. Fun is also a strategic factor because this is a game, so if people have less fun, they leave and the MO becomes harder because we have fewer divers for the cause. The airburst rocket is the play here. It benefits both bot and bug players, fills a new niche, and is likely to be more fun to use.
Well, I guess it won't be much fun if your teammate keep blowing you up with this rocket. You basically got no way and no time to run away. I used to use Eagle Cluster bombs a lot. Then I realized how easy it is to kill others and piss them off, so I stopped using them, even though it's very effective against large groups of enemies.
Well said, I feel that anyone on Suicide up to Helldive needs no convincing on Anti-Air. My personal experience, anything that the AT mines are utilized for is currently able to already be achieved with relative ease. My experience on missions on difficulties 7-9, a Gunship Fabricator can wreck reinforcement count, resources, and cripple your mission time. That's of either scenario, avoided or engaged. It's a special type of love the Gunships share with you and your squad on Helldive difficulty with 2 Gunship Fabricators undiscovered and your squad unknowingly enters proximity in a blizzard while arriving at main objective to get started only for the blizzard to clear and the sky is glowing bright red with rapid aerial gift dispensers.
The reason people are focusing on Anti-air for the airburst is because it doesn't have a niche outside of that. It doesn't bering anything to the table other wise than being a shitty grenade launcher.
@@Thephilpw99 and running into mines that you didn’t see getting called in is fun? Especially given the desync issues showing mines in the incorrect locations, any friendly fire arguments are void here. Both are going to be team killing machines, but at least the rocket can be fired away from your friends, while the mines sit between you and where you need to be, possibly appearing in the wrong spots.
@@Amputret that “shitty grenade launcher” has more range and bigger AoE. Shot for shot, airburst wins. Grenade launcher gets to not use the backpack slot and have more utility, but airburst is just better for cc, especially in small scale engagements where a single shot could wipe out every enemy before any of them could react and call backup.
An idea popped into my head, what if we… did the impossible and liberated both at the same time?
A man can dream
That's the easiest choice ever, airburst. It damages everything and can be aimed vs mines that nobody ever uses.
Mines are not fun. Weapons are! Air-Burst ftw
Mines are best for solo run, which is the only way I'll play.
@@Garthavan That is a solid point. I remember on Helldivers 1 a mass mine field buil to kill solo both Cyborg and Automaton bosses.
@@Garthavan solo play is the exception, though, so the majority are going to aim for the airburst because it's simply more fun. You'll get your mines eventually, but at least in the short term, pretty much everyone is gonna angle for the support weapon.
The mines can only destroy ground enemies. The airburst can destroy everything!
Tough call. Most will go for the offensive weapon. I'm more partial to defensive structures, but I'm a supportive Helldiver. A very situational niche. The idea of an anti-tank mine can be tremendously beneficial against bots, against striders, and particularly the defense centered missions where larger units tend to spam. But the Airburst rocket. That thing is so straightforward, effective at range, and dazzling. I think most will go for the airburst rocket regardless of where the discussion goes, and honestly? I think both stratagems are great. I'm happy that we're getting new Stratagems and content at all. I'm eager to see what stratagems the future holds, especially as far as weapons and orbitals. All I really ask is for buffs to the HMG emplacement.
As an HMG Emplacement player myself who always brings it around, what buffs are you thinking about for the HMG Emplacement? It's been really nice to use by my experience.
Mines that don't help against hulks or bile titans (the only 2 enemies I do not enjoy combat against) versus New Gun I Get To Actually Shoot...I think I'm gonna go for the rocket launcher.
They 3 Tap hulks and 3 tap tanks but the titan is way to tall and its legs are to well it struggles to step on then
Hulks and bile titans are easy to beat as long as you remember guns can be used further than 5 feet away.
Anti-tank not Anti-bile titan🤣
So the mines do deal with those enemies, and the launcher struggles to do so, but also takes two equipment slots... You must be new.
Choice in players hands is a breath of fresh air
The meaning of the arrows ⬇️call it down ⬆️ aim up ⬆️ shoot up ⬅️➡️ burst ⬇️call it down ⬅️ something walk over it. ⬆️⬆️ they go up up away
XD
It's not about getting a new strat, it's about giving the bots another dose of liber-tea!!
If they made it realistic, the anti-tank mines wouldn't go off for helldivers or the smallest units. I think that would make it very good because then you can run through it and get all the tanks chasing you.
Id still say no cause if you play with randoms most will just place a strategem on said problem making the problem and your mines disappear
Air burst doesn't seem to fill a need we have. It takes a slot like strafing eagle or airburst orbital, and a backpack, and a support weapon slot. Unless we can find a cheesy sweat spot to focus/trap the cluster. Fun yes, practical, no. Antitank are more practical, but needs to not activate because of light units or divers. (less team kill, plenty of options to kill swarks) Anything without a big circle on the map.
Exactly. This weapon isn't good compared to the other options for a variety of reason.
The airburst is a jack of all trades the AT mines are mid at best
This isn't even a question we've all seen the leaks we all know those anti-tank mines are complete crap, they take six mines to kill one vehicle, but that airburst took out two tanks in a single shot.
Damn, if only we had those anti-tank mines back in the good old days on Malevelon Creek
Good thing enemies are only going to get harder so they'll be useful eventually
6:30 call in time, not cooldown
100 second call-in time reduction make no sense, though. I think they messed up the tooltip.
@@lyleugleman3773 maybe it's when you get the planet debuff to call-in times ? But the debuff is a percentage so idk
@@lyleugleman3773 Its the games stuped way of saying "we removed any amount of time between calling them in, and them getting shot from the destroyer", all related strategems take 4 seconds to arrive, rather than 7, 10 or whatever amount theyd usually take (as it still takes 4 seconds to fall to the planet)
@@lyleugleman3773 Its accurate, but the game doesn't explain what call in time actually means, it means time before your destroyer approves of your stratagem use and shoots it out of the ship which, will then take another 4s for the stratagem pod to travel through the atmosphere and land. -100s flat means it will always take the minimum amount of time(4 seconds of travel time) regardless of any extra call time modifiers currently active.
@@lyleugleman3773 Maybe a month or so back, that tooltip definitely read differently. I remember it said it 'made deployment instantaneous.' Probably got updated to its present state because it kinda sounded like it would make the actual deployement part (it popping up and shooting out all the mines) happen instantly once the emplacement landed, rather than affecting the call-down time.
This is a cool little interactive order, letting the players make a choice about what happens
Love this guy’s channel, keep it up man. 100k coming up soon
Remember everyone. Which everone we lose. The bots will then get to use against us. So do you want to robots using cluster rockets against you in missions? Or mines that you can just walk around?
What if they get a mine deploying unit and they can drop mines down like we do.... So many kills
The mines are definitely the right choice. If they actually would act like actual anti tank mines, meaning you yourself can walk over them and not have your team killed by invisible mines, this will be amazing. As well as the most basic enemies not triggering them, so you only get the higher value targets with them, and they aren't all triggered by scavengers. BUT Airburst Rocket Launcher... just say it. It sounds a lot more fun to say "Airburst Rocket Launcher" compared to "Anti Tank Mines."
Having a 3rd mine is neat, but anyone that saw the performance of that rocket knows its cracked as hell lol.
Doubtful they’d invest resource into an asset just to scrap it from a business perspective, unless they genuinely thought the free attention from controversy would make up for sunk cost in dev time. I’m pretty confident we’ll be getting both
Depending on how much dev time it actually costs to make it, it could very well be worth it. I'd honestly praise a game that dares make the choices matter in a multiplayer setting. If anything, i hope they wait a good long time to bring out the losing one. If they drop it a few weeks later, it's really not that interesting anymore
"Our Helldivers are tasked with liberating both, but only the first one that they liberate will likely be in time to rescue the weaponry." LIKELY. The wording on the first announcement was rough and obviously implied we would have to pick one or the other, but both the new discord announcement and the in-game Major order imply that it'll be possible to get both during this
if we get airbust instead of the mine... ...imagine they release Siege Mech after that lol
we have SOOOO many anti-tank options already, so i'll probably go for the airburst since it looks fun as hell. ...and we have a guy who uses only mines in my group and i'm very very very tired of dying to bugged mines that don't render for anyone but the host.
idk if its just me, but i feel like the leaked gameplay showed that against heavy units like tanks, chargers, and inconsistently hulks, the airburst seemed more effective than the mines. The charger looks like it can almost clear a minefield before it hits the 4th or 5th it needs to die, tanks are one and done to both because of their size and heat sink exposure, and hulks seem to be pretty resistant to both unless you get lucky. The minefields do have a leg up with factory striders though, but for everything else it seems a little less than equal to the rocket, which unlike mines doesn't take anticipating your enemies movement, you just point and shoot, with the added benefit of also being great at horde clearing. (so are the mines, but once they clear a horde, they cant clear a heavy unit, their primary purpose, and then its back on a cooldown.) I think the rocket is the clear choice.
That may be but that is free damage and kills without any time or ammunition expended alloeing you to focus on other areas
I just want something other than another support weapon to play with. But yes the airburst rocket is probably better.
@@BlazingDarkness an oops all mines! loadout would be really funny, i wouldnt really complain either way lol
The best way to get players to like the AT mines is to make them only be set off by targets heavier than a Helldiver.
Cool decision by the devs! Personally I think I'd want the AT mines since I already have so many tools for taking down giant swarms of bugs and small mechs. Factory striders are like 3x more annoying to deal with than the next hardest enemy (bile titans) so if there was a single tool that could safely, reliably, and quickly take them down, I would love to have it in my arsenal.
How does the airburst work vs drop ships? if you kill a drop ship before it finishes positioning it instakills its passengers. maybe even a transported strider if you're lucky?
One thing to think of, when looking at that major order: Ingame it only says to liberate BOTH of the planets. You don't get any information about these stratagems ingame. So what will likely happen? Everybody only reading the ingame order will go from the edge of the map, which is Lesath and Penta. Because you have to get both anyway, so what is the difference, right? Yeah, the Anti Tank Mines never stood a chance.
-Strategem that takes two contested slots that already have better alternatives -self-contained, non-weapon slot stratagem that fills the very needed anti-heavy role I wonder which one the majority of the community who aren't skilled enough to reason this through will end up choosing...
I don’t mind which win but is it a permanent we only get one or will the other be put in later
To make it easier which stratagem we can use, we should get the opportunity to use it on the planet that's currently locked on, that way we'll have a better understanding of how each one is used and which is better for us at the moment.
Most people going for airburst, which is for small ads. Kinda a waste of a support weapon. Meanwhile heavy mines go for larges which current mines can't do (and the animation is satisfying)
At the moment it appears anything can trigger these so-called AT mines so they are not actually that useful as is.
Anti tank mines are HUGE, they are so much better than the airburst utility wise, I got to use both a fair bit and the amount of times he mines came in clutch was overwhelming. One shot anything but a bike titan. Since their to tall.
THIS. Mines are the absolute best choice
I think the question we're all asking ourselves here is rather : why would anyone use the Arc Thrower (aka "Zappy Gun") in first person view ? 🤔
DEFENSE MISSIONS ARE GOING CRAZY WITH THAT ROCKET LAUNCHER
I played with a dev the other day and got to try out the airburst. It was pretty fun and felt great for clearing ADS. Tbh i expect people to want to unlock that one first bc of the fun factor but the anti-tank will probably be more impactful for its niche.
My worry for the antitank mines is that chaff will walk over them and blow them up, meaning the more dangerous enemies it’s designed for won’t be killed. It would be cool if there was some sort of weight limit for it, so it only attacked hulks, chargers, and higher difficulty enemies above them
Airburst looks cool but I just don't see it being as useful as the mines. Can't take down tanks, can't take down titans, can't take down hulks. We already have a ton of options for chargers and devastators. The only thing I see the Airburst helping with is shriekers. Mines being able to take out Factory Striders, Hulks and Tanks makes it a no brainer for me. I'm obviously in the minority so I'm probably going to lose, but incendiary mines already shred on defense and evacuate missions, I consistently have the highest kill counts because of those. Throw them down and it basically cuts off an entire section for a few minutes so you can focus on other areas.
A few MINUTES? Are you playing on difficulty 2? An entire minefield will be wiped out by a small portion of a single bug breach on difficulty 7+ and you tend to get several bug breaches at once on those difficulties. Meanwhile the airburst can wait until the bugs group up and deal with way more all at once.
@@NoNo-xh7ru I play on difficulty 7 and was talking specifically about defense missions. I don't need another support weapon to deal with bug breaches, everything deals with those. I don't want my support + back slot taken for a weapon that won't be as good as the autocannon. I want mines specifically for tanks, hulks, and striders, which the airburst doesn't seem to scratch. This is all speculative anyway, we don't really know how either performs. I'll obviously be happy with either one and try them both out, just voicing my opinion.
Can’t wait for air burst looks like a lot of fun
Its very underwhelming. 7 min CD 1 shot No backpack like RR Does not kill ships or heavies good at killing patrols, self, and other players.
as a recoiless rifle enjoyer i would love to see new rocket launchers
The only time I use mines is for one specific mission type, which is evacuating high priority assets (the one with walls that close, not rescuing civilians). I'd say that the airburst launcher has a far more versatile range usage, as I rarely see anyone take mines outside of that one mission type.
how does air bursr do against gun- and landing ships?
We got 10k players on Menkent (Unlocks Choohe), and 80k+ on Lesath(unlocks Penta), it is fairly obvious what the playerbase wants.
I think the stangment which losses will be added later and the stangment which wins will be added first.
what is a stangment?
@@DacianGradaMusic stratagem
@@memetrain1572 you don't say lol
The main reason I’d be interested in. This would be taking out gunships and drop ships mostly gunships. As why I know you can take it out with rocket launchers, anti-material rifles, and auto cannons when you’re also attempting to fight ground units as well it’s really difficult especially when majority of your team gets wiped out by them and you don’t have any weapons to take it out. This seems like it’s capable of potentially destroying multiple gunships, which will be very useful for me
They don't really fly that close to one another, they're larger than they look up there, and they require a certain amount of penetration like anything else. Just bring a laser cannon and casually delete them.
It does suck that we don't just get to keep both after liberating each planet. I agree; I'm imagining we'll get the loser at a later time. I doubt they'd just drop a stratagem like that.
well since both are garbage, but atleast airburst is NOT a minefield, yeah they might just not ever give us the mines. Even the current mines, no one even accidentally uses those, cause mines are so shit. And these "anti tank" mines are even worse, cause they trigger from smaller enemies too, so you cant just throw this into a patrol or POI and let it kill the big targets.. you need to 1. Clear all small targets first. 2. Predict where the heavy targets are moving towards 3. Throw in the mine stratagem 4. Hope that the enemy wanders into enough mines to actually die. 5. keep circling the minefield in the hopes of luring the big enemy towards more mines (Hulk takes like 5-6 mines, Chargers take about the same..) Overall.. just take the 500kg and you clear the small AND the big targets at once !
I need that airburst rocket in my life, stat
Why ? Genuinely would like to know. Cause its so utterly bad that i dont understand why anyone would want to waste a strata slot for that.
what primary are you running against bots and bugs?
I've seen video of the AT mines and they do look very useful but the cluster rockets being able to wipe out entire groups of light enemies in an instant will make it able to prevent alot of the bot drops and bug breaches caused by said light enemies
So its like a cluster bomb you say ? OH THE THING WE HAVE ALREADY ?! That has bigger explosion radius and 5 uses before charging for a minute ? Yeah.. the airburst is utter shit, but marginally better than the mines atleast
@@_Lunaria Rearm takes 2,5 min and bugs can easly call in a bug breach before clusters hit so can bots, cluster bombs are a strategem that is good at killing small enemies that come from the drops/breaches, not at preventing them. Also taking the air-burst means you can take 3 strategems that don't focus on horde clear. Ammo is very aboundant so you can fire way more than 5 rockets every 2,5 mins.
If people discipline with the the cluster bomb is any indicator. The airburst is gonna cause way more teamkilling than the mines.
Anyone who has played hd1 knows the true power of at mines
I like this it is sorta how you got strategems in the first game but it was personal
Magnetic mines vs bots would be sweet
After recently experiencing absolute carnage of getting ruined by flying bots after we JUST landed right next to their fabricators at the start (resulting me and my m8s getting screwed of how many there were along with ground troops everywhere), I am instantly convinced for airburst.
Laser cannon is the best option for gunships and doesn't require team reloading or dying while you solo reload to destroy a second gunship. And if you hot-dropped, you're not gonna be able to get any of your support weapons called in anyway, same for airburst.
Long story short: Hacked the game and airburst is the best option, mines are fundamentally useless in game. Assuming the anti-tank mines do the same damage as an anti-tank cannon round and the airburst rocket does the same damage as a singular cluster bomb, then modifying current stratagems to mimic these it should give me a good estimate on which one is better. So, hacked the game to swap the damage from the normal mines to the antitank cannon to make them "antitank" and did the same with the autocannon and a singular cluster bomb to simulate the airburst rocket. Some differences to what's seen on the video are: my mines are definitely stronger since there are more of them and at a higher density per m^2 when compared to what's shown. Only medium-heavy enemies trigger them compared to the video where even small units trigger them. Modified the AOE a little to match closer to what's seen on screen for the cluster, reduced the reload speed to match that of the rocket (~6s per rocket), and limited the ammo to 6 rockets (5 in backpack, 1 in chamber) but obviously I can't know for sure the airburst will have these specific details. Here are my results: Mines: They still fucking suck simply bc they have way too long cooldown (162s w/ upgrade) and they become pretty much useless once the bigger enemies reach them bc every other enemy on the map already cleared the way for them. Even when they have a natural aggro towards the mine dispenser some mines will remain untouched for the rest of the game. I tried to make the mines stronger by adding fire damage to them and the main issue remains the same. What should be an area denial stratagem fails to do this bc it doesn't have enough availability/repeatability to be efficient compared to class-like stratagems such as the sentries. So, either the cooldown decreases to something similar to the shield generator, or the mine dispenser activates more than once, otherwise the mines will remain fundamentally useless and outclassed. Even if these mines could take the strongest enemies, they fail to do this with smaller enemies basically sacrificing to keep heavy's alive (in my case it was medium enemies doing it and that was already bad enough). Not to mention that enemy attacks such as bile bombs, nades, rockets, etc will destroy them.... overall they're a solid 4/10 simply bc they can take almost any enemy that steps on one of them but, all things considered, I don't think they would be any more useful than current mines in the game. I will say, mines definitely become stronger if the entire team runs them and play stealthy. Airburst Rocket: The reload speed is definitely annoying but with a higher precision than eagle 1 it doesn't matter how long it takes so long you've made enough distance for the 6s reload it will clear everything in front of you. The airburst rocket has limited ammo (5 on backpack + 1 on chamber) but not too bad, most players should be able to find ammo for it around. The way this thing kills air units is crazy to me and it makes destroying gunship factories a joke (or shrieker nests but these ones should already be easy). I do not know if the staggering damage will be the same but it was definitely convenient too bc even if the cluster doesn't kill the enemy the staggering gives you time to make some distance. The rocket does struggle against elite enemies and using unlimited ammo+ instant reload I noticed that 4-5 well placed hits should kill most elites but that's about 2/3 of your ammo for a singular elite. Would not recommend it for elites. The only issues I can think of besides not being effective against elite enemies is that the rocket is definitely situational. By that I mean it should only be used against really large crowds unless you can economize for the ammo and reloads I wouldn't be taking small patrols or interest points with it. I'd save the ammo for bug breaches and bot drops. Overall an easy 10/10 stratagem bc it will be the best crowd control weapon so far, paired with the eruptor for further crowd control all enemies but elites will be trivial, divers only need stratagems focused around taking out elites for a complete loadout. Given it takes a backpack and weapon slot, it really would be a great stratagem. Needless to say, both stratagems benefit with teamwork specially if the stratagem is repeated across players. Even when everyone runs mines vs 2 people running airburst, airburst shows how strong it can be. The missions were generally shorter sometimes by minutes when compared to a team with 4 mines, who sometimes even struggled to make it to evac for both bot and bug missions. (This is only true for lvl 9 difficulties.)
My biggest issue with the mines is that they aren't meta, but more importantly they lack flexibility, and are bascily heavy target only. The launcher is much more flexible and can take out groups of smaller targets. I think it's a much better fit
I can count the number of deployed Anti-Tank mines with my fingers. Assuming devs did not change a single thing about the leaked features, Then, 10-12 mines would only be able to kill 3 Hulks OR 3 Tanks OR 3 chargers AT BEST CASE, OR 1 Factory Strider. As the probability of getting a 2nd unit hit by the mines drops significantly, I'd say on average you will be able to effectively kill ONE of those heavy units per deployment. Given a 180 second cooldown, I'd rather use the Orbital Railcannon strike because it is guaranteed to destroy one of them (+30s cooldown isn't that much of a difference). The only downside I see with the Airburst is that the reload seems very slow (almost same as recoilless or Spear). The reload backpack isn't a deal breaker, but it makes me less want to carry one of these around on missions where I need to run around with a shield a lot. So yes, the 88%-12% Airburst-to-Mine ratio seems to make sense. Afterall, most people do not simply have the luxury of time to play strategically and spend time learning each weapon. So the Airburst seem to be a lower learning curve and suited for most players who have a 9-5, or school, or have a family. Longer term is really depends on the spawn rate of Factory Striders or similarly heavy enemies. If right after the major order, devs decided to "troll" us by increasing spawn rate of Factory Striders, chargers, Hulks, and every other similar typed enemies, then it is more favorable keeping the Mine.
I'd personally like to see how they do the AT mines, because if you can't trigger them with infantry entities like yourself and smaller enemies it might be a decent way to deal some damage to the Bill Titans/Chargers/Bile Spewers on the Terminid side, and Hulks/Striders/Tanks on the Automaton side.
truly only smoothbrains get worked over it, obviously both will be released, just one sooner over the other
6:25 - i believe this refers to call in time not recharge time. So it deploys instant but recharge is unchanged. Also apparently its bugged and does not work.
If the strategems are first given in the form of "Weapons Experimentation" before major order ends then, it is neither divisive or decisive (yet). Players, could, in theory, do not liberate any of the two planets. This in turn, will result that all players can continuous play BOTH strategems UNTIL the Major Order ends, OR devs decided to pull the rug on those Weapon Experimentations. I have yet to see any Weapons Experimentations at this point, so maybe we need to liberate Lesath before it becomes clear how it is being given to players. Like, is it on a planet-by-planet basis, where Choohee gets only Anti-Tank Mines but Penta gets only Airburst? Or is it all planets, or no Weapon Experimentations at all? The Major Order also says that "likely" able to keep only one strategem. It does NOT mean that the other one will NEVER come back, it may just mean that we will get it at another time.
I'm not interested in either but the mines may have some utility for certain specific mission types
Not sure if we are gonna get them as modifers, but I feel like we will find them in points of interest or something since that makes sense.
Which one is more likely to make my teammates give me a stern lecture and/or send me flying ass over tea kettle in hilarious fashion? That's the one I'm going for. :D
I would suggest to take in consideration the Joel’s advice. He said “don’t forget about people”. There might be something linked to that statement…both of the strats are amazing, but tbh I don’t really care about them. ATM I wanna know WTF is going on through Joel’s head if he decided to tell us to not forget about saving people…don’t you think there’s something more behind the scenes ? Maybe we will get both by choosing Choohe.
6:30 minor error but the ship module does not reduce the cooldown by 100 seconds, but rather the call in time.
I’ll say my piece: I’m for the airburst launcher. BUT if the AT mines work realistically - only detonating when something appropriately heavy triggers it - my mind could be changed.
i swear, some people are completely blind when it comes to mines. my friend runs straight into them from like a hundred yards away without deviating on his path once, just sprinting full speed at the big bot mines and blows himself up, full on Leroy Jenkins ALL THE TIME. i mean, the world is totally grey except for the bot lights. i don’t know how anyone can miss them unless you’re backing up. it’s absurd 😂
I know one thing for sure: I'm gonna get teamkilled twice as often regardless of which stratagem we get.
Airburst Rocket Launcher looks like an excellent weapon for taking out Shrieker nests. Depending upon the spread it might be able to take out multiple nests at once.
What makes you think it has the penetration or damage to destroy even one?
@@orochifire honestly it looks more powerful than the expendable anti tank. I think it will have decent penetration for the sole reason that it will cause more friendly fire incidents.
Do you ever play w ya mates instead of solo?
The Major Order says "is likely to still have surviving equipment", i'm pretty sure they will add the losing one later
I'd like the mines, I've seen the leaks of them against factory striders. airburst rocket is good too tho, so I'm not too irritated if we get that instead
I hope everyone goes for airburst rocket bc yes anti tank mines would be cool but the air burst is just so much more useful but that just my oppenion
We'll get AT mines later. We have plenty of weapons to dispose of bots properly, and not enough weapons (not including stratagems) to deal with groups consistently.
Feels like Anti-Tank mine is going to be the most useful. Generally swarm of small enemies are easy to deal with. We already have so many weapons that can do it. Its the heavy armored units that are problematic as we cant really take them down without precise shots.
i was hoping the emplacement would be that wall with turrets that got leaked
So another support weapon that takes up a backpack slot and has a 7 year reload that locks you in place unless someone team reloads it, or more mines, which have proven to be pretty bad overall and outclassed by almost everything. I don't care which one wins. I don't enjoy wasting stratagem slots so I'll never touch either of these.
The smart part of me wants mines to be viable for once, but the caveman part says "BIG ROCKET GO BABOOM"
An airburst rocket launcher sounds cooler. The anti-tank mines would be more helpful for the kinds of fights that I often see helldivers lose.
That ship model confused many players. Though they changed the description, the current effect is reducing deployment time from 7s to 4s. Just tested it last week.
I feel like the at mines are definitely the smarter choice considering how many fantastic horde clear stratagems we already have but the airburst is without question more fun
1:20 there is simply no way they coded, make the weapon model, made its animations, tested it out and they decide not to release a fully working asset into the game. It will be available in less than a month.
Once we have the 100 second mine refresh time upgrade, mines will be a pickable option. Currently, they are only really useful in lower level difficulties.
This isn’t a divisive MO, It’s almost 90% unified towards airburst rocket launcher. This MO is beautifully demonstrating just how democratic the helldivers really are
100 second cooldown reduction down from 180 seconds? That's crazy! I'll try to get the mines
In around 70% of the time, people kick divers for using the outher 2 mines, so im can safely say, its the buster. Thous 2 weapon are simple for different situations. Buster is for clearing an area And the mines is for big enemies
I dig the mine because I think especially for the hated extract personnel mission I think pairing this mine and a anti-personnel mine will have a similar effect to the automatons to how the Tesla tower used against the terminid. Furthermore, if you can survive long enough and throw enough down you could mine up that all of the entrance points like crazy and have you’re own personal minefield going.
But the rocket will be more fun fs
Let’s be honest here, the launcher outclasses the mines in every way. From the leaks, we saw that it absolutely shreds everything in a huge AOE. It can be taken with you and can be reloaded, making it more dynamic. Mines just sit there on the ground and go kaboom when something steps on them. The leaks also taught us that you’ll need three of them to kill an automaton hulk
its 1 shot , then reload from ammo or pickup. 7 min cd call in time. Does not kill dropships Does not kill heavies
@@oswaldmensin5283 It is not one shot, it has a reload backpack like the Recoilless rifle. Cooldown is the same as all support weapons so that’s not real problem. Mines also do not kill dropships, but airburst can clear the dropship of enemies. And it does kill heavies. Chargers go down in one shot to the ground below them according to the leaks, and hulks die pretty easily of shot in the back or if the cluster explosions hit its vent. Pretty solid weapon in my opinion
The catch is that we need to first liberate another planet (Lasath) in order to get the supply line to Penta... Welp, it's on 36.5 at the moment so I hope for the best... We have more than 2 days so I assume over the weekend we can get it done
When I just wanna roll up without thinking, I do bugs. When I wanna think and plan, I fight the bots.
i think antitank mines will be more useful than the airburst rockets. what can the airburst do that other support weapons can't do? i don't see a clear answer whereas antitank mines go well with your antitank loadouts.
airbust is the only one i can see a real use for, the mines are too unreliable and since most players take a big gun or bomb with them for big targets, those mines are just a slower and weaker solution. the airbust is just another form of rocket, but if it's more efficient at taking small groups of bugs or bots, good enough for me