The Mine Layer
Proximity Mine Launcher
Proximity mines explode near enemies
Max charge time decreased by 50%
Stickies fizzle on a detonation attempt
-4 max pipebombs out
-50% 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 0.8 seconds to become armed, and will explode after an additional 0.6 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 4 mines in its clip, and can only have 4 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 fifth mine when four 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. Mines shot at enemies will not stick to them, 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.
|Ranged or Melee?||Ranged|
|Minimum splash||50%||146 HU|
|Damage reduction||1% / 2.92 HU|
|Attack interval||0.6 s|
|First reload||1.09 s|
|Further reloads||0.67 s|
|Charge fill speed||50% / s|
|Charge fill time||2 s|
|All values are approximate.|
Names in other languages
|Bulgarian||Гранатомет с безконтактни мини||Non-contact Mine Grenade Launcher|
|French||Lanceur de mines||Mine Launcher|
|Italian||Mortaio a mine||Mine Launcher|
|Brazilian Portuguese||Lançador de Minas||Mine Launcher|
|Romanian||Lansator de mine||Mine Launcher|
- Added The Mine Layer
- Added unique HUD icons for Stickybombs, Proximity Mines, the Kritzkrieg, and the Medigun.
- 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
- 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.
- Even though the model's magazine implies that 6 mines can be loaded, the final weapon only holds 4 at once.
- The Sandvich is able to detonate enemy mines.