You can trust VideoGamer. Our team of gaming experts spend hours testing and reviewing the latest games, to ensure you're reading the most comprehensive guide possible. Rest assured, all imagery and advice is unique and original. Check out how we test and review games here
Arrowhead Game Studios has been trying to give players the Anti-Tank Mines since April 2024 and so far have been unsuccessful and it seems like they have had enough as the Helldivers 2 community has a slim chance at succeeding this time. Some veteran Helldivers 1 players have said that the Anti-Tank Mines were a huge step up from the regular Mines and are excited to see them come to the game, although they seem to be in the minority. However, some players want to see another Mine return from the original game.
The latest Helldivers 2 Major Order has tasked players with eradicating 1.5 billion Automatons and Terminids from the galaxy. There has been no confirmation on what the reward will be if the community succeeds, but there is a huge reward on offer if they fail. Players will receive the Anti-Tank Mines if the Major Order is unsuccessful, marking the first time players will be rewarded for failure.

U/Democracy_N_Anarchy took to the Helldivers 2 sub-Reddit to praise the Stun Mines from Helldivers 1 and say that they should make a comeback. “To both the “Keep the Anti-Tank Mines meme alive” and the “Just give us the Anti-Tank Mines” groups, how would you feel about bringing back the Stun Mines from the first game?”
They then went on to share more information regarding the Stun Mines saying “Stun mines stopped almost all enemies that ran over them in HD1, with a few exceptions Such as the IFV or shielded Illuminate units,” they said.
“Their non lethal nature meant you could safely run through them, and like Helldivers 2, HD1 stuns merely slowed you down by a large margin, while completely freezing enemies.”
They then wrapped up the post be explaining how the Stun Mines could be implemented into Helldivers 2 saying “They’d basically disperse an entire field of flashbang grenades that are triggered when enemies walk over them. I could see them being immensely useful against charger spam at the very least, and stopping scorcher hulks for a long time if they keep triggering the stun mines as they go through the mine field. As a bonus, there’s zero risk of team killing or self fragging.”
Now that the Anti-Tank Mines are almost a given, it will be interesting to see what else could make an appearance from the first game. But for now, we have the Escalation of Freedom update coming and the Freedom’s Flame Warbond later this week.