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 | ||
| loadout=yes | | loadout=yes | ||
| loadout-kind= | | loadout-kind=Tripmine Launcher | ||
| loadout-propername=yes | | loadout-propername=yes | ||
| loadout-attributes= | | loadout-attributes= | ||
{{Loadout | {{Loadout neutral|Alt-Fire: Fizzle all tripmines}} | ||
{{Loadout | {{Loadout neutral|Tripmines explode when laser is crossed}} | ||
{{Loadout | {{Loadout positive|Tripmines are able to chain-react}} | ||
{{Loadout | {{Loadout positive|Tripmines have increased radius and damage}} | ||
{{Loadout negative| | {{Loadout negative|4 max tripmines active}} | ||
<br> | <br> | ||
{{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]], | 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. | ||
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. | |||
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. | |||
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 == | ||
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| taunt = Rump shake | | taunt = Rump shake | ||
| damage-column = true | | damage-column = true | ||
| maximum-ramp-up = | | maximum-ramp-up = 194 | ||
| maximum-ramp-up-percentage = 120% | | maximum-ramp-up-percentage = 120% | ||
| base-damage = | | base-damage = 162 | ||
| base-damage-percentage = 100% | | base-damage-percentage = 100% | ||
| maximum-fall-off = | | maximum-fall-off = 86 | ||
| maximum-fall-off-percentage = 52.8% | | maximum-fall-off-percentage = 52.8% | ||
| critical = | | critical = 486 | ||
| mini-crit = | | mini-crit = 218 | ||
| mini-crit-ramp-up = | | mini-crit-ramp-up = 261 | ||
| | | projectile-count = 1 | ||
| splash-column = true | | splash-column = true | ||
| minimum-splash = | | minimum-splash = 197 HU | ||
| minimum-splash-percentage = 50% | | minimum-splash-percentage = 50% | ||
| damage-reduction = 1% / 2.92 HU | | damage-reduction = 1% / 2.92 HU | ||
| 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 | ||
| function-times-column = true | | function-times-column = true | ||
| attack-interval = 0. | | attack-interval = 0.6 s<br>{{tooltip|0.5 s|Haste boosted}} | ||
| first-reload = 1.09 s<br>{{tooltip|0.6 s|Haste boosted}} | |||
| first-reload = 1.09 s | | further-reloads = 0.67 s<br>{{tooltip|0.33 s|Haste boosted}} | ||
| further-reloads = 0.67 s | | 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}} | ||
| activation-time = {{tooltip| | | charge-fill-speed = 25% / s | ||
| charge-fill-speed = | | charge-fill-time = 4 s | ||
| charge-fill-time = | |||
|}} | |}} | ||
== Strategy == | |||
{| class="wikitable" style="text-align:center;" | |||
|+ style="text-align:center;"| The Mine Layer v. Stickybomb Launcher | |||
|- style="text-align:left;" | |||
| <poem> | |||
➕ Tripmines detonate automatically when their laser is crossed | |||
➕ Tripmines have a larger blast radius | |||
➕ Tripmines deal more damage | |||
</poem> | |||
| <poem> | |||
➖ Unable to detonate tripmines manually | |||
➖ Can only have 4 tripmines active at a time | |||
➖ Disguised and cloaked Spies can walk through tripmines laser without detonating them | |||
</poem> | |||
|} | |||
== Related achievements == | == Related achievements == | ||
| Line 83: | Line 97: | ||
|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 | ||
}} | }} | ||
| Line 128: | Line 143: | ||
{{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 visually house up to 6 mines but only holds 4 in-game for balancing purposes. | |||
* The [[Sandvich]] is able to detonate enemy mines. | |||
* 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. | ||
== Gallery == | |||
<gallery> | |||
File:Weapon_minelayer.png|First-person view. | |||
File:Weapon_minelayer_og.png|First-person view of the pre-[[3.0.0]] model. | |||
</gallery> | |||
{{nav allweapons}} | {{nav allweapons}} | ||