This page contains information on all minelayers present in Helldivers 2, including: MD-6 Anti-Personnel Minefield, MD-I4 Incendiary Mines, Anti-Tank Mines
Gameplay
Gameplay
Gameplay
Gameplay
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General Tips
- All minefields are dispensed from a minelayer housed inside a Hellpod. The mines are thrown in a spiral pattern some distance from the center, and arm themselves shortly afterward. The pattern is less dense towards the outer edge. Any mines that encounter vertical surfaces will adhere with triggers facing outward.
- Mine stratagems have a fairly quick cooldown time, allowing many minefields to be active at once. Barring any compromises by the game engine in the name of optimization, mines will persist through the remainder of the mission.
- Mines can be set off by nearby explosions, including neighboring mines. Mines can also be set off by corpses of enemies; this sometimes results in a single enemy triggering multiple mines. Mines can also be set off by direct fire or explosions.
- All mines have no IFF, and will detonate if anything triggers them, this includes other helldivers or civilians.
- Following the initial drop and scattering action, minefields do not draw further aggression from enemies. However, enemies will respond to the sound of any mines detonating near them, possibly attracting the entirety of an undemocratic patrol. Enemies will not intentionally engage with a minelayer, and will often halt while one is dispensing. Such delays can be beneficial to Helldivers attempting to limit undesired encounters.
- Note that if the minelayer is destroyed mid-deployment, any mines that were not scattered will be lost and will not cause additional damage. It is advisable to throw it in a location where it will have atleast 2 seconds of safety for the minelayer to do it's work.
- Minefields can be thrown in the middle of a cluster of stationary enemies, as more often than not, they will shuffle around as the minelayer scatters mines around them, inevitably causing their own demise.
- Patrols and outpost garrisons can be baited into mines by shooting at them, then running away to have them chase you through a minefield.
- An alternative ambush strategy is to deploy a mortar sentry in a concealed position, then place a minefield either around the sentry, or the path that enemies will likely take to reach it. This allows you to lead enemies away from a location of interest, while disposing of them at the same time with little risk to yourself.
Trivia
- Mines are best deployed in chokepoints ahead of advancing patrols, and well away from any unfinished objectives or the extraction zone.
- If the mine dispenser is somehow destroyed before the mines can be deployed, the entire batch will be lost.
- Infrequently, mines may attach to unexpected surfaces, posing a threat to players unable to see them from their third-person view.
- The Anti-tank mines are particularly infamous in the community for a running meme where everyone did everything in their power not to get the mines, deliberately squandering 3 separate attempts to obtain them, whenever High Command offered it as a completion reward. It took a fourth attempt to finally get them passed into armories, by requiring the Helldivers to fail in killing 1,500,000 enemies during a major order, rather than the usual requirement to kill a certain amount (and even then, it was likely High Command was going to issue it anyway as a reward if the Helldivers did manage the task).