Letting a stalker live long enough to activate the oil terminal is wild. When I see one of them I immediately stop what I am doing and seek out their lair.
I think the cooldown buff was really what they needed. Since you can't really aim them like you can an airstrike, it's easy for mines to go undetonated and wasted. Their previously low damage also meant you had waste a lot of mines to just to kill a few targets. It definitely hurt if a lone straggler ended up detonating a few mines on their own only to be followed by a large group.
if they make a drone with a flamethrower, then the variety of fire and gas combinations will be incredible, even two players will be enough for a wonderful picture, one with a flamethrower and a gas drone, the other with a gasthrower and a fire drone
I think the gas mines when we get them are going to be super good with the new buffs. Please people, next time the gas mines pop up, can we please get them!
They just didn’t have use on wide open planes that need to be traversed multiple times. On urban maps, you are in and out quick so they won’t team kill as much. At least they finally have a place to be used in lol
12:57 what if we added an icon on the minimap to see where we previously deployed a minefield, so that going back to the area we would expect to see them? Kind of like the icons for resupplies or mechs? Makes sense to me at least :p
3:10 Gas strike has pretty much been perma locked into my builds since before EOF. I too have noticed for a long time that overseers seem to have a greatly reduced effect from gas. I have definitely watched them get confused in cloud and bonk voteless, but they also for sure will still go right into attacking you, although with reduced aggression and accuracy. Same with the Elevated Overseers, they fly around more aimlessly, and shoot more erratically. But they still aggro onto you instead of random nearby stuff. Because this has been there from the start, and they still get *some* level of blindness/confusion. I'm fairly certain they are intended to be partially resistant to the CC effects of gas. I'm guessing it has something to do with their helmets, might have some level of filtration.
I've used AT mines a bit since they got buffed to hit with the strength of an EAT-17, they're hilarious against bot drops and planning ambushes. That said, not recommend to bring if you're taking the FRV.
The key to effective use of mines is to focus down all the smaller enemies (that still set them off) yourself. Also if your buddies have barrages they are gonna blow up your mine field most of the time
It definitely helps that with ship upgrades the cooldown goes down to like 104 seconds or something similar, that pushes them into the "Ok this might actually be worth bringing"-category. Though I still think the only non defense mission viable mines are the AT mines, as much as I wish it the normal and incendiary mines do not do enough to compete with MG/Chain turrets, Orbital Gas, Eagle Strafe, Cluster, Napalm etc etc that are also mainly against the swarms of enemies.
As a Fast Recon Vehicle fanatic, this update is going to give me a fun challenge keeping the tires alive on my truck through the maps. Democracy moves quickly in my squad. ✊
Yes they are good and they won't let us use them. Where are my goddamn gas mines. Also yes I watched your entire video instantly the moment you dropped it. .... Watch the whole damn thing
I agree, when I ran the dog yesterday with mines one bugs I went from having a bad time just finishing the main obj in bugs and not worrying about side obj doing solo to now full clears with relative ease. def my fav pack now especially for like raise flag missions, i just ran in circles around the flag and the dog kept everything confused
They should add a primary Grenade launcher that functions like the one in halo reach where you hold the fire button, then let go to detonate when in radius of the target, would be great for those pesky flying overseers
Anti tank mines seem really good for turret builds because that way any chargers that come with a vengeance after your gatling sentry get taken out by their own insane aggro.
I’m going to start using AT mines to defend my sentries against the damn chargers that b-line to them during a bug breach. Never thought about that before but that would hopefully work well
Last night on Lesath, diff 8, the level 80 host was spamming anti personnel mines every chance he got without saying anything and it genuinely made me furious lol. CONSTANT team kills and they couldn't even take out a patrol
@nahfr. They are small enough to be obscured by rocks and plants depending on where they land, and also glow the same red as bot corpses so they blend in extremely easily. Even if you are near them they are still dangerous because stray bot lasers very often hit them and set off chain explosions. They can be effective if the person throwing them places them strategically and communicates with the team, neither of which this dude was doing lol
Am I the only one that feels like heavies on the bug front got a HUGE spawn boost? My first lvl 10 drop on bugs with the new patch, we had 5 bile titans in less than two minutes. Chargers and impalers seem to be everywhere too.
I hope so. I don't do level 10 but since the difficulty is how many bugs spawn and people have been complaining how easy things are, I hope so. Level 7+ is entirely optional. The guns are good now so the higher difficulties should be BRUTAL and should be demanding. Very few people should be able to say "I soloed level 10" and be telling the truth. Unless they intend to go up to 15 in which case the difficulty spikes should be there.
The gas is definitely bugged with the overseers. When i was testing sterilizer and dog breath at one point I had around 8-11 melee dudes on me at the same time. I had them all gassed and all 11 were locked onto me for the chase tryna beat my ass down. Thank god i was in light XD
All we need now is IFF sensors on the mines so divers don't trigger them and they'll be perfect. I get that the "haha, you stepped on a mine" silliness, but I refuse to use them because randoms hate randomly dying and seeing my name as the killer. Doesn't matter the placement, randoms will find a way. There will still be friendly fire incidents, since enemies can trigger them while near a diver; killing them both. It would also help placement options, we wouldn't have to worry about cutting off paths we need to work towards if a breach/drop is called in between us and the object (as mines would be perfectto throw in between to create space). We're so close, just need to flip that switch.
@@thiccfilaOnly mines that matter, because all other mines are friendly fire machines. We need IFF sensors in the mines before they'll be a decent pick.
The melee overseers set off anti tank mines. They are considered the same weight class as an alpha commander, though they dont show up as a larger dot for whatever reason. I still take anti tank mines and they always get set off whenever a group of overseers approaches.
i still hope sterilizer gets the ability to leave gas clouds, it feels great and i do really like the sterilizer but it needs just a bit more to it fart dog though is amazing now, i love it so much also hi thicc hi hiiii :3
What I've noticed with gas is the enemies don't get "reset" by gas, so much as they aren't able to follow their targets when they move. They absoloutly remember the last spot you were and attack that spot repeatedly. Could be wrong, just what I noticed
Yeah that makes sense, in general though it feels like it affects overseers the least. Even before this buff I've used gas grenades a ton against them too
I’ve noticed that too, being an avid gas enjoyer. If they are attacking you and you gas them they more or less continue forward attacking. At least bugs and squids. I don’t use it on bots. If you gas them first, they will be confused and not really lock onto you.
As for Overseers not getting confused by gas - that hasn't been my experience at all (although I haven't played Illuminate since the latest update). I'm not sure of this, but in your example they saw where you were *before* they were gassed - then they fired in that direction. I would test that again but move to another location (like the other set of stairs on the left in your example) after they've been gassed to see if they're still able to track your movement.
well the random clip was just 1 example, I've used gas grenades plenty of times last patch, it's just always felt less effective in general against them imo, maybe since gas doesn't interrupt the current action, squids just take a long time to complete that current action - which is shooting where you last were, or doing the melee attacks. gas is good against them, but not as good as it is on the other factions, more of a warning just to be aware
I really wanted the sterilizer to be like the TOX-13 was in the first game but I am still pretty disappointed. I guess I'm going to have to keep hoping and waiting for my acid super soaker to come back.
Kinda wish the sterilizer gas worked like the neurotoxin grenades in deep rock galactic or dragon's dream bombs in the witcher 3, where the gas itself or gassed enemies explode when ignited by fire
Waiting for the day when we can climb up rocks to get vantage points. Bugs, bots and aliens still kill us, but at least we are high up and feel cool about it
Gas mines were good when we had them low risk to Divers but effective against enemies and persisted in an area instead one explode and done. I want gas mines.
Finally, a video about my favorite stratagems. *MINESWEEPER BUILD* • Anti-Personnel Minefield • Incendiary Mines • Anti-Tank Mines • (Flex Slot) I go Jet-Pack • FIREBOMB HELLPODS Enemies will unknowingly march straight into Democracy’s Presents on the Battlefield! DISCLOSURE: You may experience being kicked from allies accidentally marching into your mines.
My problem with the mines, is how players are so unaware of how to properly play around it. Even on higher difficulties. When I cover flank with my mines and marking it (look, here my mines) my teammates still drop there clusters or artillery when see one patrol or bug breach, detonating all my field. Amateurish actions negate my efforts to defense, and this is the biggest disadvantage. When it works, mines are comparable to orbital napalm in efficiency.
Yeah people just play for kills. They probably do it on purpose. I've run into many people that will rush to kill things my thermites burning on or kill my turrets so they get the kills etc. jerks everywhere basically.
Imo mines will never be good in comparison to other stratagems . The only way to make them useful is to make them a free stratagem on missions where you have to hold ground. Otherwise you are sacrificing a better option
I used it against the bots (jet brigade). Really nice to keep to bots away from you, no chainsaws getting close to you or getting gun down by devs when they get to close. Great for base clearing.
I think the enemies for the squids have something bugged with their AI, I find that gas doesn't confuse them consistently, using smoke is useless they just find you anyways, and even after I have died solo and gotten far from the hoard and hidden to recoup they still come straight for me. Maybe it's the elevated overseers can see me and guide the voteless to me, but I can't be sure.
Are mines good yet? Once they recognize friend from foe, and don't detonate when stepped on or near by a helldiver, I will begin to consider using mines. Until then, they might as well not exist.
Guys what about a guard dog “Dragons Breath” works just like the guard dog “Dog Breath” but spits out the fire instead And i think the sterilizer and dog breath should leave behind a lingering gas cloud
I absolutely despise people who use mines except for perhaps on defense missions. R tards will throw them inside a hive nest or bot base that you need to go inside to clear out resulting in friendly casualties. Sentries are so much more effective if placed properly.
>says anti-tank mines are straight up good Fuck yeah they are, they are genuinely good once you think outside the box a little bit. Consider this: 2000 damage with a 5m blast radius per mine. There are 18 mines per call-in, which NEVER disappear no matter how many mines are on the map. Thats 36,000 damage every 102 seconds, that you can choose to use at any point by sweeping the ground with a laser that has 2000m range, no recoil, no bullet drop and no firing delay.
You're not supposed to point Yeti Blue mics at you. It's supposed to face you. In case you don't believe me it says it in the quick start up guide when you open the box. A lot of people make this mistake and it makes your audio worse.
discord.gg/yN4AkD4TSx
twitter.com/thiccfila_
Become a member and you will instantly give me 5 dollars and get access to early uploads sometimes
Letting a stalker live long enough to activate the oil terminal is wild. When I see one of them I immediately stop what I am doing and seek out their lair.
Gas dog op :)
Break out the stun baton and give that big boy a proper walloping
I just screem like a teenager girl and mag the shit out of the stalker with every weapon. RR included.
I think the cooldown buff was really what they needed. Since you can't really aim them like you can an airstrike, it's easy for mines to go undetonated and wasted. Their previously low damage also meant you had waste a lot of mines to just to kill a few targets. It definitely hurt if a lone straggler ended up detonating a few mines on their own only to be followed by a large group.
Not to mention they stay up long enough you can get them back while theyre still up.
I've been using them since release. Yeah, people never liked it, but Democracy endures.
if they make a drone with a flamethrower, then the variety of fire and gas combinations will be incredible, even two players will be enough for a wonderful picture, one with a flamethrower and a gas drone, the other with a gasthrower and a fire drone
Friendly fire intensifies
@AC-hj9tv "peace and friendship" was never in option)
@@ilya.pavlov hell yea
I think its nice that they're still going around and helping under used stratagems instead of just piling on more content and ignoring old content
I think the gas mines when we get them are going to be super good with the new buffs.
Please people, next time the gas mines pop up, can we please get them!
Roger, eager for them too
But that's helldivers' tradition to not get the mines!
to be fair the squids ruined the mine order
As much as I agree that gas mines are great, I’m not picking mines until I’m backed into a corner!
Instructions understood, avoiding the gas mines at all costs!
They def saw no one was using the mines. Now we all get to have fun
They just didn’t have use on wide open planes that need to be traversed multiple times. On urban maps, you are in and out quick so they won’t team kill as much. At least they finally have a place to be used in lol
I dig the mine spread range, I was surprised the ground it covered when it was just a little more elevated than the ground.
Now they need to change the flame thrower turret stratagem to act like the Dog breath.
It should always aim at feet/legs imo. That way it hits the target and ignites the ground the same time.
@@bazzfromthebackground3696 true!
I dont disagree but I feel like flame sentry is already strong personally
12:57 what if we added an icon on the minimap to see where we previously deployed a minefield, so that going back to the area we would expect to see them? Kind of like the icons for resupplies or mechs? Makes sense to me at least :p
Good idea
Kudos to Thicc for sacrificing his sleep schedule for us. 😀✊️ ill go watch the video now.
Love you guys :)
3:10 Gas strike has pretty much been perma locked into my builds since before EOF. I too have noticed for a long time that overseers seem to have a greatly reduced effect from gas. I have definitely watched them get confused in cloud and bonk voteless, but they also for sure will still go right into attacking you, although with reduced aggression and accuracy. Same with the Elevated Overseers, they fly around more aimlessly, and shoot more erratically. But they still aggro onto you instead of random nearby stuff.
Because this has been there from the start, and they still get *some* level of blindness/confusion. I'm fairly certain they are intended to be partially resistant to the CC effects of gas. I'm guessing it has something to do with their helmets, might have some level of filtration.
Please helldiver god bring us a flamethrower dog
The laser dog already functions like a flame dog because it sets most things on fire very quickly.
It’s 2025 and Thiccfila has been buffed
Nah .. now mrpipz that's buff
@@thiccfila perhaps it’s the thiccness that is buffed 🤔
@@caledaniel8288does he have a nice butt or something?
I've used AT mines a bit since they got buffed to hit with the strength of an EAT-17, they're hilarious against bot drops and planning ambushes.
That said, not recommend to bring if you're taking the FRV.
& it only took them almost a year to realize only 0.00124% of the game's playerbase used Mines! NOW theyre actually great!
"domine expansion", u nailed it
The key to effective use of mines is to focus down all the smaller enemies (that still set them off) yourself.
Also if your buddies have barrages they are gonna blow up your mine field most of the time
It definitely helps that with ship upgrades the cooldown goes down to like 104 seconds or something similar, that pushes them into the "Ok this might actually be worth bringing"-category.
Though I still think the only non defense mission viable mines are the AT mines, as much as I wish it the normal and incendiary mines do not do enough to compete with MG/Chain turrets, Orbital Gas, Eagle Strafe, Cluster, Napalm etc etc that are also mainly against the swarms of enemies.
I had fun with the mines yesterday. Solo 10’s no problem on Squids, actually viable.
Great vid cant wait to start using mines
As a Fast Recon Vehicle fanatic, this update is going to give me a fun challenge keeping the tires alive on my truck through the maps. Democracy moves quickly in my squad. ✊
Handling feels way better
@@bigbear7076new handling is so boring tf you on
"Dog Breath is the star of the patch"
- Hold my ballistic shield
Yes they are good and they won't let us use them. Where are my goddamn gas mines. Also yes I watched your entire video instantly the moment you dropped it. .... Watch the whole damn thing
Lol what did you neurolink the whole thing into your brain???
@thiccfila I'm currently licking the monolith on heze bay
That’s it’s lads Rock and Stone
Other than the mines team killing like crazy, I think the mines are much, much improved
Mines would be good if we had an extra strategem slot only for mines, turrets and vehicles.
Craving that fr
the gasthrower should shoot lingering gas clouds
Mines were goateed before the buffs now they are unstoppable :D
Where is the warbond video? I’m baffled none of you have posted yet lol I’m at work and anxiously waiting for a review!
I'm streaming soon
I agree, when I ran the dog yesterday with mines one bugs I went from having a bad time just finishing the main obj in bugs and not worrying about side obj doing solo to now full clears with relative ease. def my fav pack now
especially for like raise flag missions, i just ran in circles around the flag and the dog kept everything confused
They should add a primary Grenade launcher that functions like the one in halo reach where you hold the fire button, then let go to detonate when in radius of the target, would be great for those pesky flying overseers
Needler gun would be absolutely sick
Anti tank mines seem really good for turret builds because that way any chargers that come with a vengeance after your gatling sentry get taken out by their own insane aggro.
I like AT mines cuz they take out the factory spider pretty quick
No one likes factory spiders
The illusive bug-bot hybrid factory spider. It’s pure nightmare.
I’m going to start using AT mines to defend my sentries against the damn chargers that b-line to them during a bug breach. Never thought about that before but that would hopefully work well
Last night on Lesath, diff 8, the level 80 host was spamming anti personnel mines every chance he got without saying anything and it genuinely made me furious lol. CONSTANT team kills and they couldn't even take out a patrol
How do you not see the glowing mines tho
@nahfr. They are small enough to be obscured by rocks and plants depending on where they land, and also glow the same red as bot corpses so they blend in extremely easily. Even if you are near them they are still dangerous because stray bot lasers very often hit them and set off chain explosions. They can be effective if the person throwing them places them strategically and communicates with the team, neither of which this dude was doing lol
They can also get lost in the snow
Get your explosive resistant armor, we are making war crimes!
@@Jangopenguin ah makes sense
Am I the only one that feels like heavies on the bug front got a HUGE spawn boost? My first lvl 10 drop on bugs with the new patch, we had 5 bile titans in less than two minutes. Chargers and impalers seem to be everywhere too.
I saw something about bile titan-spawning bug holes on difficulty 9/10 so that could be responsible
Some game additions aren't mentioned in the patch and left as a surprise.
Level 9-10 introduced Bile Titan bug holes.
God, I hope this is true! We really needed this. In fact, we needed major spawns on every fronts.
@brunomonteiro7788 It is true. You can find pictures of the new Bile Titan bug holes online if you don't want to explore lvl9/10.
I hope so. I don't do level 10 but since the difficulty is how many bugs spawn and people have been complaining how easy things are, I hope so. Level 7+ is entirely optional. The guns are good now so the higher difficulties should be BRUTAL and should be demanding. Very few people should be able to say "I soloed level 10" and be telling the truth. Unless they intend to go up to 15 in which case the difficulty spikes should be there.
I discovered this my self yesterday
Using dog breath as my squid kit now
3:00 I can confirm that the Gas Strike stratagem does confuse the overseers.
surprised you havent made a vid on the new warbond
This was absolutely needed for mines, but honestly I wouldnt have buffed Anti Personnel Mines as much to justify giving them a cooldown of 90 seconds.
The gas is definitely bugged with the overseers.
When i was testing sterilizer and dog breath at one point I had around 8-11 melee dudes on me at the same time. I had them all gassed and all 11 were locked onto me for the chase tryna beat my ass down. Thank god i was in light XD
All we need now is IFF sensors on the mines so divers don't trigger them and they'll be perfect.
I get that the "haha, you stepped on a mine" silliness, but I refuse to use them because randoms hate randomly dying and seeing my name as the killer. Doesn't matter the placement, randoms will find a way.
There will still be friendly fire incidents, since enemies can trigger them while near a diver; killing them both.
It would also help placement options, we wouldn't have to worry about cutting off paths we need to work towards if a breach/drop is called in between us and the object (as mines would be perfectto throw in between to create space).
We're so close, just need to flip that switch.
Should be a ship module that makes mines not go off and sentries not shoot teammates, but it doesn't work for you to balance it
That squid bar is building everyday. I'm sure you clay are salivating
Mines have always been good, you just haven’t used them in the right strategic points.
The extract point.
I only ever liked anti tank mines
@@thiccfilaOnly mines that matter, because all other mines are friendly fire machines.
We need IFF sensors in the mines before they'll be a decent pick.
@@SkyNinja759my squaddies kill me enough without mines
The melee overseers set off anti tank mines. They are considered the same weight class as an alpha commander, though they dont show up as a larger dot for whatever reason. I still take anti tank mines and they always get set off whenever a group of overseers approaches.
Wait really????? Tbf they only have 600 health and should die to a single anti personnel mine so those are probly still better tbh but that's wild
Shield is my favorite change
i still hope sterilizer gets the ability to leave gas clouds, it feels great and i do really like the sterilizer but it needs just a bit more to it
fart dog though is amazing now, i love it so much
also hi thicc hi hiiii :3
Hi sora. I can't believe you aren't using mines I thought you couldn't wait for their buffs
@@thiccfila oh i am, i just really like the gas stuff and am happy to see it getting buffs lol
What I've noticed with gas is the enemies don't get "reset" by gas, so much as they aren't able to follow their targets when they move. They absoloutly remember the last spot you were and attack that spot repeatedly. Could be wrong, just what I noticed
Yeah that makes sense, in general though it feels like it affects overseers the least. Even before this buff I've used gas grenades a ton against them too
@@thiccfila maybe some enemies are more resistant to gas than others?
I’ve noticed that too, being an avid gas enjoyer.
If they are attacking you and you gas them they more or less continue forward attacking. At least bugs and squids. I don’t use it on bots.
If you gas them first, they will be confused and not really lock onto you.
Lastntnight on the hold out mission when you launch the rockets I used anti personal mines, incendiary mines, and anti tank mines and it was carnage
Pretty big announcement for anniversary huh?
Pipz and Thicc in Sweden for HD2 Anniversary!? Finally getting the Pilestd Pod!?!?
As for Overseers not getting confused by gas - that hasn't been my experience at all (although I haven't played Illuminate since the latest update). I'm not sure of this, but in your example they saw where you were *before* they were gassed - then they fired in that direction. I would test that again but move to another location (like the other set of stairs on the left in your example) after they've been gassed to see if they're still able to track your movement.
well the random clip was just 1 example, I've used gas grenades plenty of times last patch, it's just always felt less effective in general against them imo, maybe since gas doesn't interrupt the current action, squids just take a long time to complete that current action - which is shooting where you last were, or doing the melee attacks. gas is good against them, but not as good as it is on the other factions, more of a warning just to be aware
Now i just need a mine launcher support weapon.
I want the gas mines back, they were great
Overseer lore
They can resist the gas effects due to their suits filtering the toxic gas allowing them to operate in any environment
Thoughts on an urban map setting but against the bots? Just rather than striders there’s extra hulks devastators etc
I imagine the dog breath might be decent on automatons vs the jet brigade with all the jet troopers and berserkers rushing you
Shiled backpack is the hero of this patch.
ty for the content
What I really want to see in this game is Bug bate from half-life 2.... or even the bial bottle from L4D 2. If we can make bugs kill eachother...
I really wanted the sterilizer to be like the TOX-13 was in the first game but I am still pretty disappointed. I guess I'm going to have to keep hoping and waiting for my acid super soaker to come back.
Kinda wish the sterilizer gas worked like the neurotoxin grenades in deep rock galactic or dragon's dream bombs in the witcher 3, where the gas itself or gassed enemies explode when ignited by fire
Farts and Flames is the move 🔥
Hell yea
Hell yea they are good now. Just gotta account for an extra 2-3 deaths from stepping on them haha.
Darth thiccfila with da fax
I think both the Eruptor and dominator got an increase to projectile speed
Waiting for the day when we can climb up rocks to get vantage points. Bugs, bots and aliens still kill us, but at least we are high up and feel cool about it
Gas mines were good when we had them low risk to Divers but effective against enemies and persisted in an area instead one explode and done.
I want gas mines.
Finally, a video about my favorite stratagems.
*MINESWEEPER BUILD*
• Anti-Personnel Minefield
• Incendiary Mines
• Anti-Tank Mines
• (Flex Slot) I go Jet-Pack
• FIREBOMB HELLPODS
Enemies will unknowingly march straight into Democracy’s Presents on the Battlefield!
DISCLOSURE: You may experience being kicked from allies accidentally marching into your mines.
Also, anti-tank mines don't work against tentacle tank bug for some reason (yes, when he walks)
My problem with the mines, is how players are so unaware of how to properly play around it. Even on higher difficulties. When I cover flank with my mines and marking it (look, here my mines) my teammates still drop there clusters or artillery when see one patrol or bug breach, detonating all my field. Amateurish actions negate my efforts to defense, and this is the biggest disadvantage. When it works, mines are comparable to orbital napalm in efficiency.
Yeah people just play for kills. They probably do it on purpose. I've run into many people that will rush to kill things my thermites burning on or kill my turrets so they get the kills etc. jerks everywhere basically.
Imo mines will never be good in comparison to other stratagems . The only way to make them useful is to make them a free stratagem on missions where you have to hold ground. Otherwise you are sacrificing a better option
They're niche yes but not only defense missions have endless attacks.
Bringing freedom, surveys, bug hives, I think all might have good applications.
My boy gets a lot of kills from mines. Never understood it myself lol. He holds points down.
Proud dad
omg thiccfila, its been so long, since the bl3 days widetime
Hi
DopaMINE expansion!
BRING BACK GAS MINES WAHHHH
Gas drone is now great
I used it against the bots (jet brigade). Really nice to keep to bots away from you, no chainsaws getting close to you or getting gun down by devs when they get to close. Great for base clearing.
I think the enemies for the squids have something bugged with their AI, I find that gas doesn't confuse them consistently, using smoke is useless they just find you anyways, and even after I have died solo and gotten far from the hoard and hidden to recoup they still come straight for me. Maybe it's the elevated overseers can see me and guide the voteless to me, but I can't be sure.
I think that’s the AI in general. It’s one of the few things I don’t like about this game. They seem to know where you are no matter what.
I god almost 500 ki1ls on the defensive missions bringing nothing but a recoilless and mines...yeah they are good now 😅
I bet ppl feel pretty stupid now not getting those gas mines when they were available
Are mines good yet?
Once they recognize friend from foe, and don't detonate when stepped on or near by a helldiver, I will begin to consider using mines.
Until then, they might as well not exist.
Have you seen the urban automaton maps?
No have you??
Yeah we found some on stream yesterday. They're on one specific mission on lvl 3 so I think they were testing them and accidentally left that one in
mines were always good, been playing with them for a while and been getting around 600 kills lol
Guys what about a guard dog “Dragons Breath” works just like the guard dog “Dog Breath” but spits out the fire instead
And i think the sterilizer and dog breath should leave behind a lingering gas cloud
I absolutely despise people who use mines except for perhaps on defense missions. R tards will throw them inside a hive nest or bot base that you need to go inside to clear out resulting in friendly casualties. Sentries are so much more effective if placed properly.
Darth Thicc
>says anti-tank mines are straight up good
Fuck yeah they are, they are genuinely good once you think outside the box a little bit.
Consider this:
2000 damage with a 5m blast radius per mine.
There are 18 mines per call-in, which NEVER disappear no matter how many mines are on the map.
Thats 36,000 damage every 102 seconds, that you can choose to use at any point by sweeping the ground with a laser that has 2000m range, no recoil, no bullet drop and no firing delay.
Faaacts. You just need to play with them a little bit.
how about gas mines? did they not also get a cool down reduction?
You're not supposed to point Yeti Blue mics at you.
It's supposed to face you. In case you don't believe me it says it in the quick start up guide when you open the box. A lot of people make this mistake and it makes your audio worse.
I'm jonesing for some gas mines...
Cooldown is still high
Flatulent build is best build for squids, joust me o7
What happened to the gas mines?
we need the gas mines
What is this sleeveless hoodie. Gimmy
What about stinky mines?
i think the anti tank mines just spread out too wide. i would be a lot easier to control if the radius was reduced by like 8 meters
I like how spread they are since it maximizes damage potential so reduce overkill an reduces enemy ragdolls setting off even more
Genuine question... why use mines when you can just plop down a sentry (for example, for the streets)?
You can put mines down as protection from your sentry
We just need the Flame turret to act the same way as the Gas dog
Mines were always based (plz buff them more tho :P)