Mine Layer: Difference between revisions
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| used-by=Demoman | | used-by=Demoman | ||
| slot=Secondary | | slot=Secondary | ||
| ammo-loaded= | | ammo-loaded=4 | ||
| ammo-carried=24 | | ammo-carried=24 | ||
| reload=Single | | reload=Single | ||
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| loadout-propername=yes | | loadout-propername=yes | ||
| loadout-attributes= | | loadout-attributes= | ||
{{Loadout neutral|Alt-Fire: Fizzle proximity mines}} | |||
{{Loadout positive|Proximity mines explode near enemies}} | {{Loadout positive|Proximity mines explode near enemies}} | ||
{{Loadout negative|-4 max stickybombs out}} | |||
{{Loadout negative|- | |||
<br> | <br> | ||
{{Loadout neutral|"Aye, keep an eye out! Heh..."}} | {{Loadout neutral|"Aye, keep an eye out! Heh..."}} | ||
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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. | 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 | 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. Mines cannot stick to walls, and a mine will bounce off the wall onto the floor once shot. 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. 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 attempts to deploy another mine when | The weapon's alternate fire does not detonate the mines, instead causing them to fizzle out without an explosion. If the user attempts to deploy another mine when four are already out, the oldest one placed will fizzle. If the user dies, all mines placed will fizzle. 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. Mine jumping deals significantly less damage than | Because the mines are triggered when the user walks into their radius, they can be used to explosive jump like regular stickybombs. Mine jumping deals significantly less damage than [[Jumping#Stickybomb jumping|sticky jumping]], with the Demoman being able to tank more than 3 mines, compared to him dying instantly when attempting a triple Stickybomb jump. | ||
== Properties == | == Properties == | ||
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| self-damage = 45-90 | | self-damage = 45-90 | ||
| ammo-column = true | | ammo-column = true | ||
| loaded = | | loaded = 4 | ||
| carried = 24 | | carried = 24 | ||
| reload-type = Single | | reload-type = Single | ||
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|- style="text-align:left;" | |- style="text-align:left;" | ||
| <poem> | | <poem> | ||
➕ | ➕ Mines detonate automatically when an enemy is near | ||
➕ Higher fire rate | ➕ Higher fire rate | ||
➕ Higher damage per second | ➕ Higher damage per second | ||
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</poem> | </poem> | ||
| <poem> | | <poem> | ||
➖ | ➖ Unable to detonate mines manually | ||
➖ | ➖ Can only have 4 mines active at a time instead of 8 | ||
➖ Disguised Spies can walk | ➖ Disguised Spies can walk near mines without detonating them | ||
➖ Unable to launch mines further due to lack of charge | |||
</poem> | </poem> | ||
|} | |} | ||
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|ru=Миномёт|ru_m=Mortar | |ru=Миномёт|ru_m=Mortar | ||
|es=Lanzaminas|es_m=Mine Launcher | |es=Lanzaminas|es_m=Mine Launcher | ||
|tr=Mayın Döşeyici|tr_m=Mine Layer | |||
|uk=Міномет|uk_m=Mine Thrower | |uk=Міномет|uk_m=Mine Thrower | ||
}} | }} | ||
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{{Update|2.2.3}} | {{Update|2.2.3}} | ||
* Reduced maximum active mine count to 3 (from 6) | * Reduced maximum active mine count to 3 (from 6) | ||
{{Update|3.0.0}} | |||
* Mines no longer stick to walls | |||
* Increased Mine size by 25% | |||
* Mine detection radius and detonation timer increased | |||
* Demomen can no longer see their mines through walls | |||
* Increased max mines and ammo capacity to 4 (from 3) | |||
* Note: We are still experimenting with this item, but these changes were positive in most iterations. They made mines more predictable and gave players more tools to remove them, which made falling for a trap feel much more fair. | |||
}} | }} | ||
== Trivia == | == Trivia == | ||
* 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 Mine Layer's model was [https://steamcommunity.com/sharedfiles/filedetails/?id=1270 originally submitted] to <i>Team Fortress 2</i>'s "Steam Workshop" in 2011. | ||
** Its magazine can house up to 6 mines but only has 4 in-game for balancing purposes. | |||
* 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 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. | * The [[Sandvich]] is able to detonate enemy mines. | ||
{{nav allweapons}} | {{nav allweapons}} | ||