Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Mine Layer: Difference between revisions

From TF2 Classified Wiki
Updated stats
mNo edit summary
 
(3 intermediate revisions by the same user not shown)
Line 1: Line 1:
{{todo|Fully update info to reflect 3.2.0 changes.}}
{{Infobox weapon
{{Infobox weapon
| kill-icon=proxymine
| kill-icon=proxymine
Line 19: Line 18:
{{Loadout neutral|"Aye, keep an eye out! Heh..."}}
{{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.
The '''Mine Layer''' is an alternative secondary weapon for the Demoman. It appears similar to the [[Stickybomb Launcher]], but features 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. 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.
As opposed to the [[Stickybomb Launcher]]'s manually detonated stickybombs, the Mine Layer fires tripmines that detonate when enemies or the user cross their laser (unless they are a disguised or cloaked [[Spy]]). They also detonate any nearby tripmines placed by the user in the process. Compared to stickybombs, tripmines deal 35% more damage and have a 35% larger blast radius.


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.
Tripmines take 2 seconds to arm upon attaching to a surface, and 0.15 seconds to detonate after being triggered by an enemy. When triggered by the user, tripmines will instead detonate after 0.5 seconds to make blast jumping easier. After arming, tripmines emit a glowing laser that fades out over long distances. They also have a flashing light and make a quiet beeping sound, warning enemies of their presence. When triggered, they make a loud beeping sound.


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.
The Mine Layer's alternate fire fizzles out tripmines without an explosion, regardless of if they're armed or not. If the user attempts to deploy another tripmine when four are already out, the oldest one placed will fizzle. Mines also persist after the user's death.


== Properties ==
== Properties ==
Line 34: Line 33:
  | taunt = Rump shake
  | taunt = Rump shake
| damage-column = true
| damage-column = true
  | maximum-ramp-up = 144
  | maximum-ramp-up = 194
  | maximum-ramp-up-percentage = 120%
  | maximum-ramp-up-percentage = 120%
  | base-damage = 120
  | base-damage = 162
  | base-damage-percentage = 100%
  | base-damage-percentage = 100%
  | maximum-fall-off = 64
  | maximum-fall-off = 86
  | maximum-fall-off-percentage = 52.8%
  | maximum-fall-off-percentage = 52.8%
  | critical = 360
  | critical = 486
  | mini-crit = 144
  | mini-crit = 218
  | mini-crit-ramp-up = 190
  | mini-crit-ramp-up = 261
  | projectile-count = 1
  | projectile-count = 1
| splash-column = true
| splash-column = true
  | minimum-splash = 146 HU
  | minimum-splash = 197 HU
  | minimum-splash-percentage = 50%
  | minimum-splash-percentage = 50%
  | damage-reduction = 1% / 2.92 HU
  | damage-reduction = 1% / 2.92 HU
Line 57: Line 56:
  | first-reload = 1.09 s<br>{{tooltip|0.6 s|Haste boosted}}
  | first-reload = 1.09 s<br>{{tooltip|0.6 s|Haste boosted}}
  | further-reloads = 0.67 s<br>{{tooltip|0.33 s|Haste boosted}}
  | further-reloads = 0.67 s<br>{{tooltip|0.33 s|Haste boosted}}
  | activation-time = {{tooltip|0.7 s|To become armed}}<br>{{tooltip|1.3 s|To explode}}
  | activation-time = {{tooltip|2 s|To become armed}}<br>{{tooltip|0.15s|To explode when triggered by enemy or chain reaction}}<br>{{tooltip|0.5s|To explode when triggered by user}}
| charge-fill-speed = 25% / s
| charge-fill-time = 4 s
|}}
|}}


== Strategy ==
== Strategy ==
{| class="wikitable" style="text-align:center;"
{| class="wikitable" style="text-align:center;"
|+ style="text-align:center;"| The Mine Layer v. Stock Stickybomb Launcher
|+ style="text-align:center;"| The Mine Layer v. Stickybomb Launcher
|- style="text-align:left;"
|- style="text-align:left;"
| <poem>
| <poem>
➕ Mines detonate automatically when an enemy is near
➕ Tripmines detonate automatically when their laser is crossed
➕ Tripmines have a larger blast radius
➕ Tripmines deal more damage
</poem>
</poem>
| <poem>
| <poem>
➖ Unable to detonate mines manually
➖ Unable to detonate tripmines manually
➖ Can only have 4 mines active at a time instead of 8
➖ Can only have 4 tripmines active at a time
➖ Disguised Spies can walk near mines without detonating them
➖ Disguised and cloaked Spies can walk through tripmines laser without detonating them
➖ Unable to launch mines further due to lack of charge
➖ Mines cannot stick to walls or ceilings
</poem>
</poem>
|}
|}