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Сообщить о проблеме с переводом
But the fact that its criteria for detonation seems to be "literally anything in proximity to the rocket" & it takes up the backpack slot means there are no situations I can think of where there isn't another support weapon that would be better option.
I'm convinced that the automatons planted this weapon as a means to kill as many Helldivers as possible.
It's actually kinda weird that these weapons are from bot planets. Both the mines and the air burst would have been better vs bugs.
Well it if's meant purely for shooting things out of the sky it'd make sense that it's so sensitive.
The fact that they released the weapon on a foggy, forested world was either a huge mistake or objectively evil. With my graphics settings my max visibility to make out silhouettes was about 50m, so enough room to use it, but more often than not I was running into patrols closer than that, which would make the weapon extremely dangerous to use.
I don't recommend using it at the extraction area, except maybe that elevated site given you cannot pair it with a jump pack to at least get some elevation for clear, distant shots.
Frankly it isn't that useful of a support weapon at all. You'd need to pair it with a primary to take down heavies like the Scorcher or Eruptor but you lose your backpack slot so no jump pack or shield. It is a clumsy and disaster prone option for trash cleanup. I much more recommend a grenade launcher vs. this thing.
I originally thought the same thing, but I just tested 30m and I definitely got insta-gibbed by it and it scattered explosions back even further than that. I want to say it's closer to 50-60m.
Nah, the mines will be more useful against bots. Tanks, Hulks, and if Detonators are big enough to set them off, they will be quite useful while allowing players to traverse them. (You can shoot them to detonate around nearby fodder, so increasing the impact of a single grenade etc.)
Against bugs, chargers will probably trigger several mines, especially if they hit them while charging, (corpse triggers) and from what I saw the bile titan's small footprint was unreliable at setting off the mines, plus the titan's height is an issue for blast radius.
That was probably a mis-detonation. I gibbed at 25m, then moved back to 30m and the blast against a big rock never came close. Moved forward gradually to 26m and the blast always fell short, but it is random-ish in how far it spreads out in all directions. I suspect latency is going to be a factor between how far away things are according to client and server. But yeah, Anything in the golden triangle on the map is a no-go. You're better off firing it off blind into the darkness in the general direction of a patrol. :)
Tanks move very slowly and engage from a distance, though, and half the time hulks are also range-oriented. Chargers rushing towards you seems like a way more common application.
Turn it into a Bouncing Betty; soon as it hits the ground it pops up and goes boom.
The point of a minefield isn't to stand in it, or anywhere near it. It is to restrict access to gaining a line of fire to you where you have cover and say, two approaches. Set a minefield to guard the rear so your attention can be prioritized to the front. So in the case of tanks / hulks for instance if you are on extraction or elimination you would plant the minefield outside of the extraction zone, not just outside of the extraction pad or whatever area you are defending, and approaching enemies will need to get around buildings or terrain. The point is that the tanks/hulks/etc. won't have a line of fire to hit you and cannot close the gap due to the mines.
Chargers and anti-vehicle mines will be like Hunters and anti-personnel mines. They will end up setting off a lot more mines than needed if they have line of sight to start a charge. Otherwise they will work well for walking chargers searching for you.