Mine Layer: Difference between revisions
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| used-by=Demoman | | used-by=Demoman | ||
| slot=Secondary | | slot=Secondary | ||
| ammo-loaded= | | ammo-loaded=6 | ||
| ammo-carried=24 | | ammo-carried=24 | ||
| reload=Single | | reload=Single | ||
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{{Loadout positive|Max charge time decreased by 50%}} | {{Loadout positive|Max charge time decreased by 50%}} | ||
{{Loadout negative|Stickies fizzle on a detonation attempt}} | {{Loadout negative|Stickies fizzle on a detonation attempt}} | ||
{{Loadout negative|- | {{Loadout negative|-2 max pipebombs out}} | ||
{{Loadout negative|- | {{Loadout negative|-25% clip size}} | ||
<br> | <br> | ||
{{Loadout neutral| | {{Loadout neutral|"Aye, keep an eye out! Heh..."}} | ||
}} | |||
The '''Mine Layer''' is an alternative secondary weapon for the Demoman. It appears similar to the [[Stickybomb Launcher]], except with a cylindrical magazine, a circular ejection port, and a large metal chassis with yellow warning paint on its side. The paint appears yellow regardless of which team the user is on. | |||
Instead of the Stickybomb Launcher's manually detonated stickybombs, the Mine Layer fires proximity mines that take 0.7 seconds to become armed, and will explode after an additional 0.4 seconds when an enemy player, or its own wielder, exists within their detonation radius. This includes shooting mines at an enemy, whether or not the mines are in mid-air. Disguised enemy [[Spy|Spies]] do not detonate the mines. If shot [[water|underwater]], the mines will have significantly reduced velocity, but will explode as normal. The mines have the same damage and splash radius as regular stickybombs. The Mine Layer can also hold down its primary fire to charge, increasing the speed (and therefore distance) that mines can be shot at. This occurs 50% faster than the Stickybomb Launcher, reaching maximum charge in 2 seconds instead of 4. As a penalty, the weapon only holds 6 mines in its clip, and can only have 6 mines out at a time. | |||
The weapon's alternate fire does not detonate the mines, instead causing them to fizzle out without an explosion. If the user shoots a seventh mine when six are out, the oldest one placed will fizzle. If the user dies, all mines placed will fizzle. Unlike the Stickybomb Launcher's stickybombs, the user can see their own mines through solid walls. The mines have a flashing light and make a quiet beeping sound, warning enemies of their presence, and make a louder beeping sound when they are about to explode. An enemy can avoid a mine explosion by walking into its detonation radius, then walking away before it explodes. The explosion radius is 20% larger than the detonation radius. Mines shot at enemies will not stick to them, instead bouncing off and landing on the ground. | |||
Because the mines are triggered when the user walks into their radius, they can be used to explosive jump like regular stickybombs. | |||
== Properties == | |||
{{Weapon properties | |||
| shot-type = Projectile | |||
| damage-type = Explosive | |||
| ranged-type = Ranged | |||
| taunt = Rump shake | |||
| damage-column = true | |||
| maximum-ramp-up = 144 | |||
| maximum-ramp-up-percentage = 120% | |||
| base-damage = 120 | |||
| base-damage-percentage = 100% | |||
| maximum-fall-off = 64 | |||
| maximum-fall-off-percentage = 52.8% | |||
| critical = 360 | |||
| mini-crit = 144 | |||
| mini-crit-ramp-up = 190 | |||
| bullet-count = 1 | |||
| splash-column = true | |||
| minimum-splash = 146 HU | |||
| minimum-splash-percentage = 50% | |||
| damage-reduction = 1% / 2.92 HU | |||
| self-damage = 45-90 | |||
| ammo-column = true | |||
| loaded = 6 | |||
| carried = 24 | |||
| reload-type = Single | |||
| function-times-column = true | |||
| attack-interval = 0.6 s | |||
| reload = 1.133 s | |||
| first-reload = 1.09 s | |||
| further-reloads = 0.67 s | |||
| activation-time = {{tooltip|0.7 s|To become armed}}<br>{{tooltip|1.3 s|To explode}} | |||
| charge-fill-speed = 50% / s | |||
| charge-fill-time = 2 s | |||
|}} | |||
== Achievements == | |||
{{Achievement table| | |||
{{Achievement|achievement_mines_unseen_damage}} | |||
{{Achievement|achievement_mines_streak_single_life}} | |||
{{Achievement|achievement_mines_trigger_without_hurt}} | |||
{{Achievement|achievement_sandvich_mines}} | |||
{{Achievement|achievement_surf_enemy_mine}} | |||
}} | |||
== Names in other languages == | |||
{{Names | |||
|pt-br=Lançador de Minas|pt-br_m=Mine Launcher | |||
|bg=Гранатомет с безконтактни мини|bg_m=Non-contact Mine Grenade Launcher | |||
|en=Mine Layer | |||
|fr=Lanceur de mines|fr_m=Mine Launcher | |||
|de=Minenleger|de_m=Mine Layer | |||
|it=Mortaio a mine|it_m=Mine Launcher | |||
|ro=Lansator de mine|ro_m=Mine Launcher | |||
|ru=Миномёт|ru_m=Mortar | |||
|es=Lanzaminas|es_m=Mine Launcher | |||
|uk=Міномет|uk_m=Mine Thrower | |||
}} | |||
== Update history == | |||
{{Update history| | |||
'''[[2.0.0]]''' | |||
* Added The Mine Layer | |||
* Added unique HUD icons for [[Stickybomb Launcher|Stickybombs]], Proximity Mines, the [[Kritzkrieg]], and the [[Medi Gun|Medigun]]{{sic}}. | |||
'''[[2.0.1]]''' | |||
* Mines of losing team no longer detonate | |||
'''[[2.0.2]]''' | |||
* Increased clip size & max stickies to 4 (from 3) | |||
* Max charge time decreased by 50% | |||
'''[[2.0.3]]''' | |||
* Mines now beep for spectators | |||
'''[[2.1.0]]''' | |||
* The player's mines are now highlighted through walls | |||
* Mines will now fizzle out instead of exploding when placing more than four mines | |||
'''[[2.1.3]]''' | |||
* Updated the Mine Layer: | |||
** Increased clip size and max active mines to 6 (from 4) | |||
** Reduced player detection radius of proximity mines by 20% of their explosion radius | |||
** Reduced detonation delay of proximity mines to 0.4s vs enemy players (from 0.5s) | |||
** Now uses the Rump Shake taunt | |||
* Fixed [[Stickybomb Launcher|Stickybombs]] and proximity mines becoming invincible against bullets if they get moved without becoming airborne | |||
'''[[2.1.4]]''' | |||
* Updated the Mine Layer: | |||
** Reload animation is now slightly lowered to improve visibility (Raptor Dan) | |||
'''[[2.1.5]]''' | |||
* Updated the Mine Layer: | |||
** Reduced clip size and max active mines to 4 (from 6) | |||
* Updated proximity mine break sound | |||
}} | }} | ||
== Trivia == | == Trivia == | ||
* The Mine Layer's model was originally submitted | * The Mine Layer's model was [https://steamcommunity.com/sharedfiles/filedetails/?id=1270 originally submitted] to Team Fortress 2's Steam Workshop in 2011. | ||
* The beeping of deployed mines have a different pitch for each team, following the easily replicable formula <code>Pitch = 86 + GetTeamNumber() * 4</code>, where RED = 2, BLU = 3, GRN = 4, and YLW = 5. They have the lowest pitch on RED and the highest on YLW. | |||
* The [[Sandvich]] is able to detonate enemy mines. | |||
{{nav allweapons}} | {{nav allweapons}} |
Latest revision as of 16:45, 10 June 2024
Mine Layer | |
---|---|
Kill Icons | |
Basic Information | |
Used by | Demoman |
Slot | Secondary |
Ammo | |
Ammo loaded | 6 |
Ammo carried | 24 |
Loadout Stats | |
The Mine Layer Proximity Mine Launcher Proximity mines explode near enemies Max charge time decreased by 50% Stickies fizzle on a detonation attempt -2 max pipebombs out -25% clip size
"Aye, keep an eye out! Heh..." |
The Mine Layer is an alternative secondary weapon for the Demoman. It appears similar to the Stickybomb Launcher, except with a cylindrical magazine, a circular ejection port, and a large metal chassis with yellow warning paint on its side. The paint appears yellow regardless of which team the user is on.
Instead of the Stickybomb Launcher's manually detonated stickybombs, the Mine Layer fires proximity mines that take 0.7 seconds to become armed, and will explode after an additional 0.4 seconds when an enemy player, or its own wielder, exists within their detonation radius. This includes shooting mines at an enemy, whether or not the mines are in mid-air. Disguised enemy Spies do not detonate the mines. If shot underwater, the mines will have significantly reduced velocity, but will explode as normal. The mines have the same damage and splash radius as regular stickybombs. The Mine Layer can also hold down its primary fire to charge, increasing the speed (and therefore distance) that mines can be shot at. This occurs 50% faster than the Stickybomb Launcher, reaching maximum charge in 2 seconds instead of 4. As a penalty, the weapon only holds 6 mines in its clip, and can only have 6 mines out at a time.
The weapon's alternate fire does not detonate the mines, instead causing them to fizzle out without an explosion. If the user shoots a seventh mine when six are out, the oldest one placed will fizzle. If the user dies, all mines placed will fizzle. Unlike the Stickybomb Launcher's stickybombs, the user can see their own mines through solid walls. The mines have a flashing light and make a quiet beeping sound, warning enemies of their presence, and make a louder beeping sound when they are about to explode. An enemy can avoid a mine explosion by walking into its detonation radius, then walking away before it explodes. The explosion radius is 20% larger than the detonation radius. Mines shot at enemies will not stick to them, instead bouncing off and landing on the ground.
Because the mines are triggered when the user walks into their radius, they can be used to explosive jump like regular stickybombs.
Properties
Properties | ||
---|---|---|
Shot type | Projectile | |
Damage type | Explosive | |
Ranged or Melee? | Ranged | |
Taunt | Rump shake | |
Damage | ||
Maximum ramp-up | 120% | 144 |
Base damage | 100% | 120 |
Maximum fall-off | 52.8% | 64 |
Critical | 360 | |
Mini-crit | 144 | |
Mini-crit (ramp-up) | 190 | |
Bullet count | 1 | |
Splash | ||
Minimum splash | 50% | 146 HU |
Damage reduction | 1% / 2.92 HU | |
Self-damage | 45-90 | |
Ammo | ||
Loaded | 6 | |
Carried | 24 | |
Reload type | Single | |
Function Times | ||
Attack interval | 0.6 s | |
Reload | 1.133 s | |
First reload | 1.09 s | |
Further reloads | 0.67 s | |
Activation time | 0.7 s 1.3 s | |
Charge fill speed | 50% / s | |
Charge fill time | 2 s | |
All values are approximate. |
Achievements
Names in other languages
Language | Name | Meaning |
---|---|---|
Bulgarian | Гранатомет с безконтактни мини | Non-contact Mine Grenade Launcher |
Spanish | Lanzaminas | Mine Launcher |
English | Mine Layer | - |
French | Lanceur de mines | Mine Launcher |
German | Minenleger | Mine Layer |
Italian | Mortaio a mine | Mine Launcher |
Brazilian Portuguese | Lançador de Minas | Mine Launcher |
Romanian | Lansator de mine | Mine Launcher |
Russian | Миномёт | Mortar |
Ukrainian | Міномет | Mine Thrower |
Update history
- Added The Mine Layer
- Added unique HUD icons for Stickybombs, Proximity Mines, the Kritzkrieg, and the Medigun(sic).
- Mines of losing team no longer detonate
- Increased clip size & max stickies to 4 (from 3)
- Max charge time decreased by 50%
- Mines now beep for spectators
- The player's mines are now highlighted through walls
- Mines will now fizzle out instead of exploding when placing more than four mines
- Updated the Mine Layer:
- Increased clip size and max active mines to 6 (from 4)
- Reduced player detection radius of proximity mines by 20% of their explosion radius
- Reduced detonation delay of proximity mines to 0.4s vs enemy players (from 0.5s)
- Now uses the Rump Shake taunt
- Fixed Stickybombs and proximity mines becoming invincible against bullets if they get moved without becoming airborne
- Updated the Mine Layer:
- Reload animation is now slightly lowered to improve visibility (Raptor Dan)
- Updated the Mine Layer:
- Reduced clip size and max active mines to 4 (from 6)
- Updated proximity mine break sound
Trivia
- The Mine Layer's model was originally submitted to Team Fortress 2's Steam Workshop in 2011.
- The beeping of deployed mines have a different pitch for each team, following the easily replicable formula
Pitch = 86 + GetTeamNumber() * 4
, where RED = 2, BLU = 3, GRN = 4, and YLW = 5. They have the lowest pitch on RED and the highest on YLW. - The Sandvich is able to detonate enemy mines.
Weapons | |||||
---|---|---|---|---|---|
Primary | Secondary | Melee | PDA/Watch/Sapper | ||
Scout | - | ||||
Soldier | - | ||||
Pyro | - | ||||
Demoman | - | ||||
Heavy | - | ||||
Engineer | |||||
Medic | - | ||||
Sniper | - | ||||
Spy | - | ||||
Civilian | - | - | - | ||
Scrapped | - |