HELLDIVERS™ 2

HELLDIVERS™ 2

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Chance Feb 9, 2024 @ 5:01am
Napalm strike & Incen Mines
Has anyone used these? is it worth getting? the standard mines are mediocre and tend to kill teammates more then enemies. And I heard the eagle has a 3 minute rearm timer so not sure if I can justify getting it but I want opinions on people that used it.
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Showing 1-15 of 18 comments
Rabid Urko Feb 9, 2024 @ 5:01am 
Get em all :D
Yeah the standard mine spread is too much lol
Last edited by Rabid Urko; Feb 9, 2024 @ 5:02am
Elvi Feb 9, 2024 @ 5:04am 
Well, if you kill a lot of people with normal mines, I'm sure the variant that does the same AND spreads flaming napalm in large area will not hurt anyone. It'll be fine.
Chance Feb 9, 2024 @ 5:06am 
Originally posted by Elvi:
Well, if you kill a lot of people with normal mines, I'm sure the variant that does the same AND spreads flaming napalm in large area will not hurt anyone. It'll be fine.
haha yeah, I just like the mines but I need to justify if they kill more enemies, I'm sure my friends will notice the fire and decide to not run over the mines if they're incen.
Kopejka Feb 9, 2024 @ 5:06am 
Incendiary mines spread fire and also "stun" enemies. Which could be good against tougher mobs for cc.
I'm not sure how this will affect players struck by the fire though :D
Last edited by Kopejka; Feb 9, 2024 @ 5:07am
Chance Feb 9, 2024 @ 5:08am 
Originally posted by Kopejka:
Incendiary mines spread fire and also "stun" enemies. Which could be good against tougher mobs for cc.
I'm not sure how this will affect players struck by the fire though :D
ooo the stun alone might be good
Elvi Feb 9, 2024 @ 5:10am 
Originally posted by Chance:
Originally posted by Elvi:
Well, if you kill a lot of people with normal mines, I'm sure the variant that does the same AND spreads flaming napalm in large area will not hurt anyone. It'll be fine.
haha yeah, I just like the mines but I need to justify if they kill more enemies, I'm sure my friends will notice the fire and decide to not run over the mines if they're incen.
Honestly tho, I have a weird relationship with fire in Helldivers. Anytime any fire weapon is used, someone, possibly me, burns to death almost immidiatelly. Despite not being anywhere near. Heh.
Kopejka Feb 9, 2024 @ 5:11am 
Originally posted by Chance:
Originally posted by Kopejka:
Incendiary mines spread fire and also "stun" enemies. Which could be good against tougher mobs for cc.
I'm not sure how this will affect players struck by the fire though :D
ooo the stun alone might be good
It's either that or its the Napalm strike that stuns.
To be honest i'm not sure, But it would make sense if they both did the same thing.
You can see this effect on the preview videos in the terminal when selecting one of those.
Last edited by Kopejka; Feb 9, 2024 @ 5:12am
Chance Feb 9, 2024 @ 5:21am 
Originally posted by Kopejka:
Originally posted by Chance:
ooo the stun alone might be good
It's either that or its the Napalm strike that stuns.
To be honest i'm not sure, But it would make sense if they both did the same thing.
You can see this effect on the preview videos in the terminal when selecting one of those.
well frick, can we justify the 3min cool down tho
SlimGrady Feb 9, 2024 @ 7:28am 
napalm strike is real good, using it on dif 8 for bugs and it works wonders on breaches and hordes
CptVodka Feb 10, 2024 @ 12:25am 
I bought the napalm mines because i had seen the efficiency of the normal ones already.. So i thought why not?
Mines can be really good, not because of the amount of enemies they kill.. But the amount of time you buy yourself from not having to cover every direction.
I just played a little bit solo with the mines and they're invaluable if you're on your own :P
Fannidan13 Feb 10, 2024 @ 12:45am 
Napalm strike has been meh for me. Ideally, I think its best used for area denial over using as a direct strike. The mines on the other hand, are surprisingly good, and the fire doesn't set off the other mines like I feel the ex mines tend to chain detonate. An initiate ex burst, but with a DOT and area denial is VERY nice.
donut32 Feb 10, 2024 @ 12:49am 
napalm, gas, DOT weapons etc are always a turd in games like this. mobs do not behave like a human would under such effect. a human on fire will be flailing wildly from the pain, a human in a gas cloud would be neutralized trying to gasp for air,

mobs in video games just slowly take dot damage as they blindly charge towards you as they normally do. ive yet to see a game get it right.
GagneWest Feb 10, 2024 @ 12:52am 
Napalm strike is really good for clearing sucks vs the armored guys but if your quick to drop it on a bug breach as soon as it pops up it has really good value.
Rahnzan Feb 15, 2024 @ 1:42pm 
Fire is incredibly weak in this game. I would be shocked to learn the DOT would make up for the raw damage loss of being incendiary because it sure doesn't feel like it.

I've only seen Incendiary mines kill when a bug walks through the whole thing end to end and then there's this massive highway down the middle for everything else. Regular mines just kill them dead as soon as they touch the first one making it a field they have to hit with attrition.

Same with shotgun. Breaker just kills the bug, Incendiary Breaker gives it cool decals while it slices you up, and then it inevitably survives.

Napalm Strike too. Except for the bugs and bots directly hit by missiles, I've seen the grunts walk through the fire and completely survive the DOT.

You ever notice when doing quickplays that literally no one uses a flamethrower? What do you see people carry to bug missions though? Autocannons, grenade launchers and reccoilless rifles. Zero flamethrowers.

Remember that feeling the last time you opened a drone and instead of super credits, medals, or even a Stalwart, it dropped a flamethrower? That face you made? It's called a grimace.
Last edited by Rahnzan; Feb 15, 2024 @ 1:45pm
Lt. Stinky Sam Feb 15, 2024 @ 1:43pm 
Both are very good for area denial and for retreating behind. Both are very bad for pushing into objectives.
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Date Posted: Feb 9, 2024 @ 5:01am
Posts: 18