@@loganhayse8771 yup. Dunno if it was intentional or not but every time the gas seemed to clear I would run in, a trooper would get close, suddenly my entire world goes green and I have to get out again
@Halo56782 I prefer to use them near the end when it puts you in a small valley with either side open to get in. Mines on 1 side with a mortar and sentry on the other. I do like the sterilizer and dog breath though so I am biased.
The first actually useful mines we could get still got delayed due to impossible goals on the time frame we got. Even with the help of the 'SEAF recruits', the gas-mines free trial and the reduction of the MO planets decay rate it still wasn't enough. Can't even blame bug divers or the community, joel needs to get a grip.
Its not that it was impossible, its that people take breaks and dont always go to the MO planets bc “grrr botdiver must go bugs and bugdivers must go bots” While i myself identify as a botdiver, i will not just ignore the MO when i do play unless the majority of the community is already on that planet and my help contributes nothing
Not all Major Orders are meant to be possible... Heck, such delays can be even planned as a way to give devs more time in order to work on some quirks... which i prefer to the next airburst launcher, where proximity detonator was crazy at the beggining. Right now i cant play, but in case they are avaible only against bugs, there might be some weird quirks with bots.
Of course, how dare J.O.E.L. not let us easily do every MO? Its not like winning every MO would inevitably lead to total liberation which ruins the point of playing the game as the story is now over or anything.
@@DBSilver2024 True, of course no one would like easy, given, handholded tasks. Devs themselves said they aim to make so that majority of MO's can be won. As well there can be MOs that are supposed to be lost because of the story. What i am criticizing is this MO specifically, and some recent past MO's that seem to be too off from what is possible to be achieved by the current player number/knowledge, as well as these weird help things we get like the "FrEsH SEAF rEcRuItS JuSt gAvE yOu GuYs 30% LiBeRaTiOn FoR FrEe" like, weren't WE divers sopposed to do stuff? Numbers can just magically go up now cause the planning of the MO was done wrong? We seem to either get easy MO's or MO's that are impossible to win and some times we even get some miracle help and still fail.
I smell another nerf to Vitality booster or Gas armor coming. For folks unaware, Vitality booster used to give 20% DR, now it's 10%. This was apparently due to an interaction like here, where it would cause damage to go to zero from specific DOT sources. The natural solution would be to buff the Gas damage but considering how AH always needs to backwards solve vs straight forwards solve who knows.
I think they are great, and probably the best mine option out there now. All of the mines need a cooldown reduction though and they would actually be rather viable. A faster call-in time would help a lot as well.
They're great when used aggressively, the mine format makes the stunning much more useful as it can last for a much longer time. Combine that with the fact that they won't instantly kill teammates when stepped on, they're actually viable. I'm a big fan
I don't see myself ever taking the mines as long as the Gas Strike is as good as it currently is. Not that I'm asking for a nerf, I'd rather see the mines get their cooldown reduced or some other buff. Also, the mines seem to be intended primarily as a crowd control or area denial weapon, so I'm thinking they could lean even further into that and increase the duration and size of their gas clouds, even if at the cost of some damage, and potentially change the color of the gas slightly to make it visually different as well.
I was shocked how much fun they were during the trial period. Was in a mission the other day where there was a bot base at the bottom of a sort of bowl-shaped valley, and because of the odd geometry and some bad RNG, there were patrols all around the lip of the valley that got alerted and charged in as soon as one of my squadmates tried to assault the base. Chucked some gas mines down into the bowl, on the main approach to the base, and it went from a flood of steel and bullets to green-tinted target practice. I'm set in my ways, so I don't know how often I'll take them into combat myself, but (no pun intended) they were a gas to use
Mines are permanent fixtures on the map. They do not despawn or time out. Mines also draw patrol aggro like turrets do. A well placed minefield can score kills well after a battle has ended. The big downside to mines is that they have no friend for sensors, but since gas can be resisted you can remove the mines greatest downside.
Wow, great more mines. Im so happy that we get mines. Not a new warsuit, new gun or even a melee weapon. But more f0king mines. Good. Glad no dev hours are going to waste
while they are not very lethal, the ability to plant mines that instead of destroying groups, delays them can be great if you have a team that is not top-notch and can get overwhelmed easily in certain situations, the ability to delay the enemy's attacks can make a huge difference in a fight depending on loadout composition and difficulty
Tbh my somewhat normal setup of napalm barrage, fire mines, 500 kg and railcannon and 500 kg, fire mines, autocannon turret and gatling turret is so good, the incendiary mines deal an UNBELIVABLE amount of damage, you can double stack mines for even more area coverage and damage (all of this goes for bugs. For bots just get a ballistic shield and railgun combo)
I love that people dont actually realise the value of at mines qs well if played aroud i mean the amount of heavy targets that just get denined is great and for bile titans just run them through the field and shhot the mines next to where they step
the problem with mines is that other sentries are fundamentally better, they shoot from range, have low cooldowns (machine gun sentry is like 90 seconds if not left with upgrades) and aren't going to bite you in the ass later when you forgot you put them there sure they'll be useful for the nurseries and ore vein and stuff but so are normal sentries, if not even better cause of the ability to put them on high ground for even greater vision for incoming patrols, outside of a full rework I dont think any amount of buffs will ever make mines a competitive option
Cooldown on Mines in general needs to be shorter. Perhaps, if they feel the need to balance them out with strikes, have their deployment time the spinning deployment machine take a little longer, leaning into the 'set-up and prepare' type nature of mines.
my friend and I threw these back and forth to each other for shits and giggles since they're available to everyone for now and we got kicked from a game lol
I mean dead bodies SHOULD trigger mines. At some point without realism it just doesn't feel right. I don't remember who said this but it always stuck with me about game design: "If given the opportunity, players will optimize the fun out of the game." Also I love the gas mines. Other mines will get triggered by one charger just running through them thus no other bug gets punished, whereas gas mines will stay for a while and keep damaging a big area of enemies. Other mines will far more quickly kill a helldiver whereas gas mines are slow and gradual giving helldivers a huge window to stim and escape.
It's not a problem per se, just wanted to point out there are much better stratagems and gas mines currently have a very niche use due to these reasons.
@@Seeeyog Gas mines stay forever until disturbed. If you're running past the evac point or main obj on the way to a subobj, you can setup mines and they'll be there when you come back to do the extraction/main obj. Once you use the gas strike, you have to wait 90 seconds for it. When you use the mines, usually at least half will still be there after the 180 second cooldown.
One corpse randomly spinning and taking out half the minefield is not fun. You know we had programmable mines that would allow a certain number of enemies over before detonating and easily the tech to make them recognize friend or foe vehicles? Everything from realism to fun disagrees with you.
@@DBSilver2024 While testing them, the old mines were getting triggered after some time randomly where I got 3-4 kills, not that useful if I'm not fighting in that area anymore. Only plus point of the mines is that they are active even after timer runs out.
@@Seeeyog Right but only a few would get triggered by random patrols. Plus, those 3-4 enemies that died likely would've stayed in that area if it was a POI, objective or former hive/outpost meaning you would've EVENTUALLY had to fight them without those mines passively killing them.
Smell that crap. I'd reckon that the longer cooldown is justifable given that it covers are larger area and each mine has to be triggered in practice providing area denial for longer. It is also good on bots as an entire bot drop can be slowed down, giving precious breathing room. People usually prefer strategems that do damage over strategems that slow down the enemy (the mortar being an exception), this one does both. To end my rant try running a mix of fire and gas weapons, it's a satisfying combo
While I agree on the area of denial part, but the mines triggering by dead bots/bugs diminishes it. Not many people use mines due to the CD reason. And the same thing can be actually done with Orbital Gas Strike as well, a little less CD is actually not bad.
I kinda cant fathom how yhey have not buffed mines into the sky. Like they releaseachine gun and gatling century....with same cooldow. And ine is just a more ahit version. So why ever use. Then it took the like 8 months to make the mind numbingly obvious decision to make the mg sentry cooldown shorter. That should hve hapened 2 days after we saved the children XF Mine cooldown should be like 60 seconds.
Tbf, nothings stopping you from using these offensively, you can just chuck them into an area the same as you would a Gas Strike. Imagine these as a longer lasting and semi-reusable gas strike.
The gas mines were great and the people complaining about them are morons. Hopefully it doesn't take AH long to bring them back permanently, no thanks to our spoiled community.
Yea, hard pass on these for me, ill still buy them, but im never going to touch them. all the mines in the game are just so useless. why would i bring mines that have a nearly 3 MINUTE LONG cooldown, when i have my eagles, or my OPS/OGS/OGB that are can be used every 1 to 1.5 minutes? so many stratagems should be removed because they serve zero purpose, or are so incredibly niche, that in over 600 hours, you've never found a use for them.
won't use it or buy it as long as it's a kind of mine. There simply are no good mines in this game. The very nature of being a mine is bad. It means they can be triggered by teammates, are going to pollute battlefield and still ineffective against actual enemies.
Anti Mine memers, basically 70% of the community, at the start of MO: Oh another mine mo let's intentionally dive somewhere else to fail it so we can meme hehe After lite gas mines were available: oh shi these are good stuff dive dive dive Reap what you sow, you free of thought people. Let this be a lesson to you all you will inevitably return to yearn for the mines.
I love them. They don't all explode when triggered, easy to spot, cause confusion and poison damage, and great for ore vein and defense missions.
Until someone throws it directly on top of the drill
@Halo56782 you talking from experience?
@@loganhayse8771 yup. Dunno if it was intentional or not but every time the gas seemed to clear I would run in, a trooper would get close, suddenly my entire world goes green and I have to get out again
@Halo56782 I prefer to use them near the end when it puts you in a small valley with either side open to get in. Mines on 1 side with a mortar and sentry on the other.
I do like the sterilizer and dog breath though so I am biased.
except color blind people cant really see them so its hilarious to troll them with the mines
The first actually useful mines we could get still got delayed due to impossible goals on the time frame we got.
Even with the help of the 'SEAF recruits', the gas-mines free trial and the reduction of the MO planets decay rate it still wasn't enough.
Can't even blame bug divers or the community, joel needs to get a grip.
Its not that it was impossible, its that people take breaks and dont always go to the MO planets bc “grrr botdiver must go bugs and bugdivers must go bots”
While i myself identify as a botdiver, i will not just ignore the MO when i do play unless the majority of the community is already on that planet and my help contributes nothing
Not all Major Orders are meant to be possible...
Heck, such delays can be even planned as a way to give devs more time in order to work on some quirks... which i prefer to the next airburst launcher, where proximity detonator was crazy at the beggining.
Right now i cant play, but in case they are avaible only against bugs, there might be some weird quirks with bots.
Of course, how dare J.O.E.L. not let us easily do every MO? Its not like winning every MO would inevitably lead to total liberation which ruins the point of playing the game as the story is now over or anything.
@@DBSilver2024 True, of course no one would like easy, given, handholded tasks.
Devs themselves said they aim to make so that majority of MO's can be won. As well there can be MOs that are supposed to be lost because of the story.
What i am criticizing is this MO specifically, and some recent past MO's that seem to be too off from what is possible to be achieved by the current player number/knowledge, as well as these weird help things we get like the "FrEsH SEAF rEcRuItS JuSt gAvE yOu GuYs 30% LiBeRaTiOn FoR FrEe" like, weren't WE divers sopposed to do stuff? Numbers can just magically go up now cause the planning of the MO was done wrong?
We seem to either get easy MO's or MO's that are impossible to win and some times we even get some miracle help and still fail.
@@repolhoazulado1028 This one def could've won but we had 12k people elsewhere
They look nice on the ground
Yeah they kind of looks like those terminid glowy thing that's all over the map.
I feel like the real life stigma on bioweapons would be lessoned if they were actually such a pretty green.
kinda fits the Christmas vibe ngl
@@rachelharris2999 get the other mines and these ones so you can have green and red lol
@@rachelharris2999give these to kids to make them happy 🥰🥰🥰
Sooo... I can finally bring all mines in my loadout? Fantastic! :D I'm loving the chaos already
I smell another nerf to Vitality booster or Gas armor coming.
For folks unaware, Vitality booster used to give 20% DR, now it's 10%. This was apparently due to an interaction like here, where it would cause damage to go to zero from specific DOT sources.
The natural solution would be to buff the Gas damage but considering how AH always needs to backwards solve vs straight forwards solve who knows.
I think they are great, and probably the best mine option out there now.
All of the mines need a cooldown reduction though and they would actually be rather viable. A faster call-in time would help a lot as well.
Gas mines are definitely the best in terms of lethal to the enemy but not to your team.
They're great when used aggressively, the mine format makes the stunning much more useful as it can last for a much longer time. Combine that with the fact that they won't instantly kill teammates when stepped on, they're actually viable. I'm a big fan
I don't see myself ever taking the mines as long as the Gas Strike is as good as it currently is.
Not that I'm asking for a nerf, I'd rather see the mines get their cooldown reduced or some other buff. Also, the mines seem to be intended primarily as a crowd control or area denial weapon, so I'm thinking they could lean even further into that and increase the duration and size of their gas clouds, even if at the cost of some damage, and potentially change the color of the gas slightly to make it visually different as well.
Gas mines are fantastic, makes dealing with bugs a breeze, and it is hilarious planting some beneath bot drops and watching the chaos ensue.
honestly galaxy gas build is king i run gas nades and gas strike because that brief respite to reload and refresh is godly
I was shocked how much fun they were during the trial period. Was in a mission the other day where there was a bot base at the bottom of a sort of bowl-shaped valley, and because of the odd geometry and some bad RNG, there were patrols all around the lip of the valley that got alerted and charged in as soon as one of my squadmates tried to assault the base. Chucked some gas mines down into the bowl, on the main approach to the base, and it went from a flood of steel and bullets to green-tinted target practice. I'm set in my ways, so I don't know how often I'll take them into combat myself, but (no pun intended) they were a gas to use
fart, shart, and depart builds are gonna be insane now
“..aaaaaaaaaand they’re gone” 😂😂😂
No gas damage,
Welcome back, Field Chemist. Great from those heavy bot drops at 9-10
Mines are permanent fixtures on the map. They do not despawn or time out. Mines also draw patrol aggro like turrets do. A well placed minefield can score kills well after a battle has ended. The big downside to mines is that they have no friend for sensors, but since gas can be resisted you can remove the mines greatest downside.
I combined them with Fire Mines, perfect stacks of Gas and Fire lead to very efficient exterminations.
Wow, great more mines. Im so happy that we get mines.
Not a new warsuit, new gun or even a melee weapon.
But more f0king mines.
Good.
Glad no dev hours are going to waste
while they are not very lethal, the ability to plant mines that instead of destroying groups, delays them can be great if you have a team that is not top-notch and can get overwhelmed easily in certain situations, the ability to delay the enemy's attacks can make a huge difference in a fight depending on loadout composition and difficulty
Tbh my somewhat normal setup of napalm barrage, fire mines, 500 kg and railcannon and 500 kg, fire mines, autocannon turret and gatling turret is so good, the incendiary mines deal an UNBELIVABLE amount of damage, you can double stack mines for even more area coverage and damage (all of this goes for bugs. For bots just get a ballistic shield and railgun combo)
finally be able to do a full mines loadout
I love that people dont actually realise the value of at mines qs well if played aroud i mean the amount of heavy targets that just get denined is great and for bile titans just run them through the field and shhot the mines next to where they step
one buff I think the mines need is a shorter cooldown. Just like how they buffed the MG Sentry!
Gas mines are amazing. Anyone who says otherwise don't know how to control the area and provide area denial
the problem with mines is that other sentries are fundamentally better, they shoot from range, have low cooldowns (machine gun sentry is like 90 seconds if not left with upgrades) and aren't going to bite you in the ass later when you forgot you put them there
sure they'll be useful for the nurseries and ore vein and stuff but so are normal sentries, if not even better cause of the ability to put them on high ground for even greater vision for incoming patrols, outside of a full rework I dont think any amount of buffs will ever make mines a competitive option
Cooldown on Mines in general needs to be shorter. Perhaps, if they feel the need to balance them out with strikes, have their deployment time the spinning deployment machine take a little longer, leaning into the 'set-up and prepare' type nature of mines.
I've just been using orbital gas and napalm barrage after on bug missions, but this might be a better alternative. Bigger AoE = more dead bugs!
Best global buff for mines would be very short cooldown like 30 sec after all upgrades
Theyre a fun free addition to my load out but I don't think I'd take them over a normal turret or 500kg bomb.
Arrowhead have said they have been trying to find a way to make mines work better, heres hoping the next big patch they get it right.
Anyone tried to combine gas mines with incendiary mines? Maybe they'll linger longer in the flames and detonate less mines.
my friend and I threw these back and forth to each other for shits and giggles since they're available to everyone for now and we got kicked from a game lol
they're alright, but i wont bring mines as long as the cooldown is that of an orbital barrage
I mean dead bodies SHOULD trigger mines. At some point without realism it just doesn't feel right. I don't remember who said this but it always stuck with me about game design: "If given the opportunity, players will optimize the fun out of the game."
Also I love the gas mines. Other mines will get triggered by one charger just running through them thus no other bug gets punished, whereas gas mines will stay for a while and keep damaging a big area of enemies. Other mines will far more quickly kill a helldiver whereas gas mines are slow and gradual giving helldivers a huge window to stim and escape.
It's not a problem per se, just wanted to point out there are much better stratagems and gas mines currently have a very niche use due to these reasons.
@@Seeeyog Gas mines stay forever until disturbed. If you're running past the evac point or main obj on the way to a subobj, you can setup mines and they'll be there when you come back to do the extraction/main obj.
Once you use the gas strike, you have to wait 90 seconds for it. When you use the mines, usually at least half will still be there after the 180 second cooldown.
One corpse randomly spinning and taking out half the minefield is not fun. You know we had programmable mines that would allow a certain number of enemies over before detonating and easily the tech to make them recognize friend or foe vehicles? Everything from realism to fun disagrees with you.
@@DBSilver2024 While testing them, the old mines were getting triggered after some time randomly where I got 3-4 kills, not that useful if I'm not fighting in that area anymore. Only plus point of the mines is that they are active even after timer runs out.
@@Seeeyog Right but only a few would get triggered by random patrols. Plus, those 3-4 enemies that died likely would've stayed in that area if it was a POI, objective or former hive/outpost meaning you would've EVENTUALLY had to fight them without those mines passively killing them.
Heavy anti-gas and Vitality can outright negate it?
Dang. I gotta try that.
I see these being the only mines worth anything. And that’s solely because one mine going off won’t set off half of them
Gas divers rejoice!
Teamkill extraordinares as far as I care
Are we using the same stratagem? I never got killed by these, they do so little damage to helldivers
@@fourswords77he's just racist towards mines
Fun idea: gas mines with fire mines🙂
Not that bad? They are very good bro
They are not bad at all!!! Just that no one will use them ever again weeks after they're released
They are not that bad, but I will never take them instead of other stratagems
Gas , AT mine are great.. but CD issue is critical. Tooooo long
Smell that crap.
I'd reckon that the longer cooldown is justifable given that it covers are larger area and each mine has to be triggered in practice providing area denial for longer. It is also good on bots as an entire bot drop can be slowed down, giving precious breathing room.
People usually prefer strategems that do damage over strategems that slow down the enemy (the mortar being an exception), this one does both.
To end my rant try running a mix of fire and gas weapons, it's a satisfying combo
While I agree on the area of denial part, but the mines triggering by dead bots/bugs diminishes it. Not many people use mines due to the CD reason. And the same thing can be actually done with Orbital Gas Strike as well, a little less CD is actually not bad.
They are super annoying. Like the snow in GTA
I kinda cant fathom how yhey have not buffed mines into the sky. Like they releaseachine gun and gatling century....with same cooldow. And ine is just a more ahit version. So why ever use. Then it took the like 8 months to make the mind numbingly obvious decision to make the mg sentry cooldown shorter. That should hve hapened 2 days after we saved the children XF
Mine cooldown should be like 60 seconds.
Vape mines
Noice!
Fart mines. Whose idea is this ?!
Guess what? They also wreck your Mech too, for some God-knows-why reason
They're not bad at all, but they're absolutely not worth a stratagem slot. i don't see the problem with them being a temporary bonus stratagem though.
yeah if the cooldown was like 60 secs theyd be used a hell of a lot more
They're not that bad.... not that good either. Mines need a stupidly short cooldown to have any use in the current sandbox
yay..... more defensive stratagems on a offensive-heavy game..... juuuust what we need.....
Give us vehicles already. This crap is getting old.
Tbf, nothings stopping you from using these offensively, you can just chuck them into an area the same as you would a Gas Strike. Imagine these as a longer lasting and semi-reusable gas strike.
The gas mines were great and the people complaining about them are morons. Hopefully it doesn't take AH long to bring them back permanently, no thanks to our spoiled community.
Yea, hard pass on these for me, ill still buy them, but im never going to touch them. all the mines in the game are just so useless. why would i bring mines that have a nearly 3 MINUTE LONG cooldown, when i have my eagles, or my OPS/OGS/OGB that are can be used every 1 to 1.5 minutes? so many stratagems should be removed because they serve zero purpose, or are so incredibly niche, that in over 600 hours, you've never found a use for them.
won't use it or buy it as long as it's a kind of mine. There simply are no good mines in this game. The very nature of being a mine is bad. It means they can be triggered by teammates, are going to pollute battlefield and still ineffective against actual enemies.
Anti Mine memers, basically 70% of the community, at the start of MO: Oh another mine mo let's intentionally dive somewhere else to fail it so we can meme hehe
After lite gas mines were available: oh shi these are good stuff dive dive dive
Reap what you sow, you free of thought people. Let this be a lesson to you all you will inevitably return to yearn for the mines.
Great on bots