Going off on a short holiday, so I won't be able to reply to comments till I get back! I'll make any amendments and corrections from y'all once I come back! Hope you enjoy the video! (Literally replying videos right before I have to leave for airport)
Mortar sentries demand one helldiver sacrifice per mission, you can willingly sacrifice yourself or have a 1 in 4 chance to get picked as sacrifice, the choice is yours
I would love if they added more variety of mortar sentries. The mortar is my favorite stratagem. I can just sit back in relative safety while it destroys all my enemies. I dream of having 4 different mortars at once all raining shells down on my foes, but that would probably be hell for my teammates too XD
@@AveragePearEnjoyerIt would be cool if you could manually signal the smoke mortar by re-inputting it’s strategem command. Give it some actual utility as a way to get on-demand smoke
You know that particular building type that's often at Extraction zones, that looks like a big Air Traffic Control tower (like a bulb at the top)? It has a door at the base of it. If you deploy your mortar as close to the _sides_ of the door as possible (toss right in the corner where the doorframe meets the towerbase) on either side, the Mortar beacons will roll away a little, but still deploy very close to the base... but their pods drop in on _the roof_ of the big bulb at the top several stories up, making them completely impervious to enemies, and giving them an outrageously effective sector of fire 😻
If 4 people bring an ems and regular mortar on any defend mission, it makes them a complete joke,.especially the automaton ones. Have some orbital railguns or 500kgs on your team and you're set
As someone who's been using turrets for 35lvls now, I didn't know the mortar had 125 range, that's nuts, also the electro mortar is a great thing when you have friends with airstrikes, just holds them in place
Sentries in general need a small tweak in target acquisition and usage of munitions. Mg and Gatling sentries need to stop targeting heavy armored units and wasting ammunition when switching targets.
I just wish the autocannon sentry had the same Target prioritization as the rocket sentry and targeted big targets instead of deleting scavengers and troopers when there’s a hulk/charger present.
I made the mistake of setting up a gatling sentry on an automaton eradicate once; blasted through it's entire ammo on a drop ship before a single bot touched down...
I only play turret every game. It's true that it's frustrating to see the gatling fire at an armored enemy only to do him no damage. It would be interesting to make sure that each turret is a priority. The Gatling will only target unarmored opponents. The autocannon and the missile launcher, the armored vehicles and titan in priority.
These training dossiers are outstanding. I feel like my ability to efficiently spread Democracy has increased by at least 38% after consuming this material. I eagerly await supplemental installments. A detailed field guide on how to best employ the EAT 17 Expendable Anti-Tank launcher against the more commonly encountered Anti-Democratic Heavy Actors (such as those entities code named "charger," "hulk," or "bile titan") would be of particular interest, but regardless of subject matter I intend to commit the next module of this training program to memory as soon as it becomes availalble.
When I first picked up the game, Mortar Sentries were the first thing I wanted to unlock. I get now why they get so much flak, but they're still one of my favorite tools, especially for bot missions. Learned a few new things with this, thanks.
I want a napalm mortar. give it slightly greater spread over the original, but still fire the 3 shot burst. A light or heavy variant could also be fun for a single heavy shot, or a burst of 7 lighter, more spread out shots. A laser designator as a side arm or homing grenade could also be fun to force the mortar to shoot specific places or units. Getting a mortar to focus on the bile titan would be useful.
Cluster munition mortar would be cool. Breaks apart overhead and scatters shrapnel. Wouldn't be good against armor probably, but definitely a good wave clear tactic
Always love seeing more fire ideas! Napalm Mortar should have an impact-detonated splash/cluster munition, so it creates a pool of fire where it impacts, and then disperses like 4-5 bomblets radially outward that create even more fire. They can let it shoot 1 or 2 shells at a time, like the EMS. **OR** just have it shoot 3-4 like the regular mortar, so it dispenses a pure hellscape of blazing chaos :D
i just wish you could reload sentries with the supply backpack, i love playing support roles and currently i just feel like the game is kind of lacking in that playstyle aside from giving other people ammo id love to play an engineering role more, especially as someone who personally has more fun with boots on the ground gameplay _alongside_ people in mechs
I feel like being able to use the resupply backpack on pretty much everything should work. you should be able to reload mech guns, turrets, hell, maybe even minefield dispensers if you're daring enough.
@@rykenxiv i always enjoyed playing engineer in games like battlefield and just playing as a combat mechanic alongside people in tanks, getting out to shoot alongside it with an rpg then taking cover behind it to repair it just always felt so cool to me
These are far and away the best type of videos. ty. most CC just talk non-sense for 15 minutes to get a video out for $.. but you my friend have not done that once, I will be subscribing for this reason.
Really nice breakdown, I initially started to bring the mortar just to spite my friends, because they kept getting killed even when I warned them to not push infront of the mortar. Now they are my go to all missiones (both with bots and only EMS with bugs)
Drop the mortar expecting it to soften an objective before you arrive Turn around to find a berserker patrol running at you The mortar tries to protec it's master, but dooms them in the process
@@rykenxiv *SES Hammer of Family Values* is standing in the window with the Hug emote, embracing all those who selflessly spread the good words (and numbers) of democracy! *O7* *LO* *iO* _(
I brought an EMS mortar to a rescue mission, knowing that it can’t do damage to the personnel or the Helldivers, while stopping the bugs in their tracks. What I DIDN’T know, was that my teammate getting hit by shot would knock them down and cause them to drop the 380 stratagem they were holding (they are new and vehemently stupid) right on the extraction point and killing both them and another teammate in the subsequent blasts. Still gonna bring the EMS Mortar though, not gonna be dissuaded by someone else’s dropped stratagem
Just started to use ems mortar as my fourth stratogem against bots and its crazy good. Freezing hords of enemies in place can save your squad on many occasions.
The EMS has been an always-bring for me ever since I unlocked it, controlling enemies and giving your team time and breathing room to handle things is a must. A gas or napalm mortar would pair excellently with the EMS version, automatically creating zones of stunning death would be perfect.
Dude, I don't trust myself with SEAF Artillery beacons. Which I myself throw! My trust in automatic area denial turrets is even less! Hell, my allies sometimes run into the minefields they themselves set up. And those don't even move and shoot!
The EMS mortar is almost a 100% pick for me, it's very S-tier. It will often hit near the front of an incoming wave of enemies, causing the rest of the wave to pile into the electric smoke and get chain-disabled by the continued EMS mortar fire, leaving the whole group open to being taken out by a few grenades or an Eagle strike. The only real "downside" to it is that it will aggro things that are otherwise outside of aggro range. Zero chance of teamkill means it's something you can throw down on cooldown, wherever and whatever you're doing.
I absolutely love these videos so far, as a autistic person (Aspergers for specifics) all these numbers and stats are very enjoyable and are something I have needed for a minute, been struggling trying to get the exact numbers for these things on my own like I have the mental ability too, Thank you Ryken and have a good holiday man lookin forward to more videos from you.
Most important part of managing mortar sentries is to understand area control. When there are multiple enemy groups within range, you honestly can’t tell which one is going to be actively targeted. This is probably the main cause of frustration other players have towards mortar users. In my experience (especially Eradication missions, where mortars are king), the strategy is to maintain staling force on all approaches to the mortar positions to allow it maximum use with minimal friendly fire. The worst thing you can do while there’s an active mortar up is be near enemies, so the solution is to make sure nothing gets close to you or the team in the first place.
Hey Ryken, can you create a DarkTide Veteran Build for non-pro-gamer dads? - You know... a super forgiving build for older people who are parents, have full time jobs, insists on playing with a gaming controller on a console, barley know how to throw a grenade in the game, don't know how to dodge etc and really don't have time to become good at the game. It should be a build with lots of Toughness + Regen, Health + Regen and don't die easily when swarmed. I have more than a couple of friends who would appreciate and benefit greatly from a build like this. Thank you 🍻
I think my Combat Commander Build fits the bill! Its very tanky, can easily support the team, is very flexible with its loadout (if you want more power, take the Plasma Gun), and is very self-sufficient! That being said, you may need to get used to reloading the slug shotgun every time to keep it ready (I've had people have this concern at first, but then they quickly got used to doing it and have enjoyed it since!)
Here is one with more "DAKKA" easy to use lots of ammo sustain. But I haven't played since then, I believe command shout was needed to 50 bonus hp instead of 100. Except for that just try it you can shoot everything thanks to rending but try to go for the head and back of enemies
Using the EMS-Mortar since 2 days vs. bots and it is godly. Only thing to add: Mortars sometimes agro patrols, since they shoot everything in range, no matter if you want o fight or not
Sometimes I use that to my advantage. They agro enemies to the turret itself. If you and your team isn't near the turret, the bot's will march an army away from you as long as they don't see you.
Useful information. Thank you. As for additional types, the most obvious would have to be Napalm / Incendiary. We already have grenades and air dropped versions, plus the on map Artillery (if it shows up as a secondary objective) so it would not be out of place.
Mortars have been one of my favorites for this very reason for a while now. Especially since they can clear camps from such a range that if you're not badly lagging behind, that they're usually clear of most units before your allies get there. Additionally if mortars are firing before your allies get there, they know they're shelling, and are less likely to get hit when compared to trying to drop the mortar like its a gat sentry. I had no idea the mortar was 125m though, I assumed a max of like 80m until I saw it shelling from extraction one day, and even then I was like "wtf those dudes are way far!" Crazy that its 125m. Definitely going to be deploying the EMS more knowing that, and might try the more ranged-support playstyle for fun while I'm at it.
I used an EMS mortar sentry during a difficult automaton eradication mission. I hopped on top of one of the bunker structures and placed it there. Next thing I knew, there was an entire horde of automatons stunlocked into one place and the more dropships that arrived, the bigger the horde got XD
appreciate the stats, the EMS mortar is my favorite sentry followed by the autocannon. EMS makes any engagement so much easier for the entire team. When the team has 2 of them, the enemy has zero chance. The best thing is the cooldown, it comes back fast enough to use it again and again
I just realized with how incredibly long the EMS sentry lasts, you could probably combo it with the gas strike very effectively, especially during bug breaches or primary objectives where you're expecting multiple waves of reinforcements to come in roughly the same areas. hold the deploy beacon for the gas strike, wait for the EMS to fire, and chuck the gas strike beacon at the EMS mortar's target before it lands, so they hit at roughly the same time.
Pair it with anti material rifle to take down most automatons with cheeky snipes. Or easier eagle strikes. Sometimes, I use it to run away after taking a base. Bots will swarm the place. So put it in the bar behind cover, and they waste so much time getting slowed and aggro the turret as I run away with samples.
Airburst mortars would be delightful, as long as they have a suitably terror-inducing sound before they detonate midair. Also, a mortar that has randomised shells per salvo would be fun
I have a buddy that like to play long range, often goes with mortar, ems mortar, shield relay and AC, while I go with orbital laser, eagle strike, shield relay and RR. I'll throw the first shield next the mortars at the start of a fight, and we have a stronghold. The mortars will cover a retreat, assist a siege, help defend a spot you need to hold (extract/objective), and if they're still alive when you're done, they'll attract all the patrols around to them while you move unheard.
Mortars, especially the EMS, are excellent tripwires for defending points. That range is almost double your radar range, a full two grids on your map. I like the EMS to either slow down a beaten zone for a Gatling or as a way to drip feed a kill zone so a Gatling or player doesn't get overwhelmed by reinforcements. They're risky on the attack unless you have someone destroy them prematurely when you want to press or just wait until rounds complete, but it's workable if you're not careless
Dude, these turret breakdowns are great. If you're up to it, getting this treatment for the autocannon, laser cannon, and missile entries would be amazing. If you decide to take the time to do it, I'd be very grateful.
Please do all things fire next I really wanna learn about the fire weapons more, also one thing i know about them that is cool and definitely underused is that you can light the ground on fire with the flamethrower to block enemies
I love the mortar turrets. The shells rack up kills like nothing and stunlock medium enemies so they just stay in place. It usually results in me being the kills leader of my team.
I can tell that u r educated well in school, thats coz u have a great imtro paragraph, with a hook that captivates watchers, and breaks down the points that you will go through in this video
This is the best info. Changed how i look at the game. Can you do a range video for the other sentrys. Spesifically the rocket sentry. Great info. Great video
It's nice to get some numbers on those. The EMS felt great but it's easy to see now why. One grid on the map is 50m by 50m so one can use the map to see the mortar effective range, which will be about 2 squares to all directions!
This is a really helpful video, you lay out all the facts and stats in a really concise way. I was a fan of Mortar Sentries even prior to this, but this gives me some hope of actually using them in a way that isn't just "put one down for comedy kills."
They should add a lightning shell mortar that chains electricity like the arc thrower. It should also target teammates when it gets bored or at random. Make it sound like a thunderstorm.
White Phosphorus mortar. High armor piercing for direct hits, generates smoke on impact. (Based on real life white phosphorus smoke rounds that splash liquid WP on a target to "generate smoke")
I think seeing a smoke mortar, an incinerator mortar and a field howitzer (something in the 105 MM range) would be great! As I love to play the demolition expert. Making use of both mortars (as of now) bringing a grenade launcher and a drone, jetpack or a shield pack. That’s my go to for big booms and for big funs ^w^
Great video again. I've been using the Orbital EMS a lot since your last video of strategems strategies. I'm a player who enjoys speed running main missions mostly, and I used to have a lot of trouble activating the mission tables to complete it, because most of the time I'm alone while my team is fighting somewhere else. But with the EMS strike I position the cloud behind or close to me so I won't get interrupted by Terminids while operating the mission's table. I improved my speedrun times by a lot with this method, I didn't knew that EMS mortar has this great range so I'll give it some test to see if work better than my current strategy with the EMS strike. Thanks for all this amazing info.
Mortars are still one of my favorite sentries to use against Automatons. As such, I've learned how to avoid getting killed by them. Even if you're too focused on fighting to see where the mortar shots will land, once you start hearing the sounds of mortar fire, the best thing to do is keep a safe distance away from any enemies you're facing in case the mortar's aiming at them until the salvo has finished. Be wary as even if you clear out all the mortar's targets before it does, it will still finish firing its entire salvo of four shots. It's also why I stopped using the regular mortar against bugs, since they close in more often, it's harder to avoid the mortar's line of fire. Sure, it has a minimum range making it safe as long as you're next to it, but we can't expect everyone to stay back there, as there are times you have to be on the move. EMS mortar's fine against bugs however, and they proved to be very effective at defending the TCS silos against them. The Exosuits are immune to stun/slow effects as well making it pair well with the EMS Mortar. Anyway, sorry about the wall of text. I'm just passionate about sentries, and other defensive structures when used well.
I swear Mortars kills teammates more than the Arc thrower ever could. I stopped using them with randoms, they always run right into hordes once I put one down lol
I wish it would tell you when you kill a teammate right as it happens. I really doubt players are disregarding their team I think they just genuinely don’t know they’re killing them. In a chaotic battle it really isn’t all that easy to tell who got killed by what.
It’s a play style thing, most players < lv35 will become absorbed in combat and get closer instead of repositioning. Once they’re lv50 they either stop playing or become more efficient
This is why I drop them *just* outside of strategem jammer range. Idk what the jammer radius is exactly but we get some covering fire from bots chasing us while we charge/sneak into the jammer base. Also gives them something else to focus on if we go by unnoticed
As a veteran I'd like to make a suggestion, and please don't read this and think its intended to be negative or shitty because it genuinely isn't, I have loved your vids through darktide and now helldivers. Your outro line of over and out is a Hollywood Americanism that has always bugged me as over means "end of transmission, I expect a reply" whereas out means "end of transmission and conversation, do not reply" thereby freeing up the network for other traffic. Over and out is a contradicting loop haha though I say this fully knowing that outro tag lines can be super hard to find something creative and original. Thank you for your hard work crunching numbers and making it entertaining to watch ❤️
Some would-be-cool mortars for the future: -Napalm mortars, which do low impact damage but spread firey chaos across the battlefield -Bile/acid mortars, which repurpose the bile glands of bile spewers for helldiver defense (less slow area/time than EMS, but also does damage) -Laser mortar/plasma mortar: less overall damage, quicker fire rare, more localized impact, higher downtime- a mortar good for clearing multiple spread-out groups of chaff enemies quickly -Flak mortar, which disrupts/redirects enemy fire (specifically bots, especially rocket/turret fire). Could be either full disabling, or (more humorously) redirecting to, say, 30-60 degrees from their current target, resulting in potential team-killing -Smoke mortar: For the memes -500kg mortar: a mortar with a small number of 500kg bombs, targets largest targets but takes ages to fire, like an automated SEAF- could be a humorously fast impact time once fired to make it more risky to deploy, or alternatively incredibly slow to detonate (slower than 500kg strategem, maybe it fires mini hellbombs?) requiring strategic player/mortar teamplay. BOnus if its aim actually "lands" on bile titan-like enemies, instead of at their feet. -Railcannon mortar: see above, but with a railcannon-like strike. THe physics arent there for it, so maybe it fires targeting modules for the orbital railcannon, making hulks/other fast moving enemies able to dodge more frequently -Decoy mortar: quietly fires out some number of helldiver/hellpod-shaped inflatables(or more realistically, noisy firecracker-like explosives) in a wide area, causing enemies to investigate/call down reinforcements in (hopefully unoccupied) areas.
I tend to find the regular mortar is best used against the bots rather than the bugs as the bots aren't constantly rushing to melee you. They are also great for airing out bot forts as well. The trick is not getting too close to the enemy or allowing the enemy to get close quarters with you.
Would you be able to do a video on armor values and what they actually mean. Is it your health, damage resistance, flat damage reduction, and/or does it affect breakpoints?
Awesome video soldier! Recently started running duel mortar stratagems and it's a blessing against the automatons. With this video giving vital intel, I'll be able to properly utilize them. Additionally, adding a somewhat heavy strategem that is like a autocannon but with mortars.. Similar to those used in WW2 that can be manned by one man or two would be a unique addition. Give it 4 rounds of HE or Incendiary options. A bunker buster sort of speak.
I usually use an amp and regular mortar sentry in tandem, and usually before and after I'm attacking several bot bases that are close to each other. While they attack and the bots march towards them, I go around and attack the bases, first the one not being bombarded.
Napalm mortars are an obvious choice for what other ones they could add. That, or maybe a heavier mortar that fires less often but is able to pierce heavy armor
You are, easily, the best in weapons analysis for Helldivers 2 at the moment. I think anyone even passingly interested in just learning how to better structure and communicate information could watch your videos and enjoy them simply as an exercise in creating and executing a good presentation. If you don’t do some variant of this professionally, you could.
Direct fire sentries like the MG, Gatling, Autocannon, and Rocket need to have a limited firing arc so players can set up overlapping fields of fire for greater effectivity. Will also have the effect of adding more depth to gameplay since players can actively plan out or establish killzones. The mortar and EMS mortar should stay unchanged, save for having a larger minimum engagement range.
I feel like Corrosive Gas Mortars, Smoke Mortars, and Incendiary Mortars would stay on theme with the other stratagems and give us some interesting tactical options
this idea might be the new number one teamkill stratagem, but a napalm mortar that spreads out a lasting fire hazard on the ground similar to the incendiary grenades seems like a logical choice and would be a more usefull terminid mortar than the other 2
I prefer the shield bubble over a mortar due to cooldown and ability to protect objectives like hellbombs. Mortar is fun for eradicate bots with 4 people doing the same spamming.
What other mortars to use? I think a Napalm Mortar would be pretty boss. And help to complete my Pyro cosplay! Maybe a super heavy mortar with less ammo and single-fire volleys with bigger booms and which prioritizes targeting the largest enemy in range? The team-kill possibilities are endless!
The cooldown on a sentry, or anything really will start as soon as you throw it down. It doesn't need to use it's ammo first. In fact if you lay them down early you can get the jump on cooldowns, so to speak.
A napaln mortar is the obvious answer, but I’d also like to see gas, smoke, and electric arc mortars. While I’m at it, a laser sentry with infinite ammo, and a flamethrower sentry would also be great!