Helldivers 2 Mine Gameplay, SOLO MAX DIFFICULTY Terminid DESTROY EGGS MISSION. Build and run criteria were requested by viewer @EnergyLawyer. The use of my PRIMARY weapon, SECONDARY weapon were STRICTLY FORBIDDEN. I voluntarily chose not to use melee attacks either.
Summary:
I went with the CM21 Trench Paramedic armor (536 speed), Mines, Incendiary Mines and Tesla stratagems. The Incendiary nades were mandatory by viewer request. The Experimental Infusion was optional but I enjoyed the idea, thank you @EnergyLawyer. Getting this run took me three (3) tries, the first two failing due to how often I ran into my own mines. I learned Mines and Tesla's actually work pretty well together, and realistically if you have a team that can work around mines they are viable enough. Yes, in comparison to other stratagems they might not be great but if you decide you want to speedrun things this might not be the worst build really. I had ample time left at the end of the run and didn't fire a single bullet nor did I melee attack. Let me know if you end up enjoying mines I'd say, enjoy!
Timestamps:
00:00 Intro
00:14 Video start
00:17 The Gameplan
00:33 Loadout
00:58 The Route
01:02 Tip #1 Learn to Identify Landmarks
01:17 Tip #2 Hellpods are Weapons & Close Nests
01:43 Tip #3 Gear Synergy is Best
02:55 Tip #4 Finish Objectives partially if needed
04:28 New Shipmodules Overview + Opinion
05:41 Fun fact #1 The Planning Fallacy
07:08 Tip #5 Chargers Chasing you = Hug Rocks
07:34 Tip #6 Terminids ALSO friendly fire
09:20 Tip #7 Spore Spewers & Shrieker Nests take Two Hellpods
11:47 Tip #8 Radar BLEEPS when Satellite Aligns
12:36 Fun fact #2 Memory is Trainable
15:02 Tip #9 Use Mines in Night Missions
16:01 Tip #10 Rebind Stratagem Input keys (Off your Movement Keys)
18:13 Fun fact #3 Pain is a Message
20:14 Tip #11 Terminid Mine = Free Extra Stamina
21:40 Reflections
23:04 Fun fact #4 (and Outro) Focusing on Opportunities makes You Happy
Loadout:
CM21 TRENCH PARAMEDIC: 536 speed, +2 extra stims, +2 extra seconds of stim duration. A powerful piece of defensive armor. Combined with the Experimental Infusion Booster, insanely powerful defensively with very strong mobility improvement;
G13 INCENDIARY IMPACT GRENADE: impact grenades with fire basically, much less impact damage but strong damage over time. Capable of closing nests and effectively a much larger area of effect;
MD6 ANTIPERSONNEL MINEFIELD: 180sec cooldown, drops a million (OK fine not a million) mines that stay put until stepped on. By you, or bugs ofcourse. Handy to cover your retreat, just watch out if you have to retrace your steps;
MD14 INCENDIARY MINES: 180sec cooldown, same as MD6 just with fire;
A/ARC3 TESLA TOWER: 150sec cooldown, drops a stationary tesla tower which electrocutes enemies every ~34 seconds. That includes you, unless you're prone.
An uncommonly used loadout since alternative are arguably more potent, but definitely a fun loadout to run if you enjoy watching your step (and training your memory, since you're figuring out where you placed the last one all the time).
Credits:
Charger image: https://www.ign.com/wikis/helldivers...
Bile Titan image: https://www.ign.com/wikis/helldivers...
Shrieker image:
https://helldivers.fandom.com/wiki/Sh...
Stalker image:
https://helldivers.fandom.com/wiki/St...)
List of shipmodules:
https://x.com/Helldivers2HQ/status/18...
Guard dog rover image:
https://helldivers.fandom.com/wiki/AX...
Radio Silence image:
https://www.bonnielowkramen.com/2020/...
Thank you @EnergyLawyer for the build and the freedom in stratagem choice, not sure this is what you wanted but I sure hope so haha! Hope you enjoy.
Kind regards,
Phacil
Socials:
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