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Mine Layer: Difference between revisions

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| used-by=Demoman
| used-by=Demoman
| slot=Secondary
| slot=Secondary
| ammo-loaded=3
| ammo-loaded=4
| ammo-carried=24
| ammo-carried=24
| reload=Single
| reload=Single
| loadout=yes
| loadout=yes
| loadout-kind=Proximity Mine Launcher
| loadout-kind=Tripmine Launcher
| loadout-propername=yes
| loadout-propername=yes
| loadout-attributes=
| loadout-attributes=
{{Loadout positive|Proximity mines explode near enemies}}
{{Loadout neutral|Alt-Fire: Fizzle all tripmines}}
{{Loadout positive|+33% faster firing speed}}
{{Loadout neutral|Tripmines explode when laser is crossed}}
{{Loadout negative|Stickies fizzle on a detonation attempt}}
{{Loadout positive|Tripmines are able to chain-react}}
{{Loadout negative|No Stickybomb charge time}}
{{Loadout positive|Tripmines have increased radius and damage}}
{{Loadout negative|-2 max pipebombs out}}
{{Loadout negative|4 max tripmines active}}
{{Loadout negative|-67% clip size}}
<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]], 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. 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 3 mines in its clip, and can only have 6 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 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.
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 Sticky Jumping, with the Demoman being able to tank more than 3 mines, compared to him dying instantly dying 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 ==
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  | 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
  | bullet-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
  | self-damage = 45-90
  | self-damage = 45-90
| ammo-column = true
| ammo-column = true
  | loaded = 3
  | loaded = 4
  | carried = 24
  | carried = 24
  | reload-type = Single
  | reload-type = Single
| function-times-column = true
| function-times-column = true
  | attack-interval = 0.4 s
  | attack-interval = 0.6 s<br>{{tooltip|0.5 s|Haste boosted}}
| reload = 1.133 s
  | 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|0.7 s|To become armed}}<br>{{tooltip|1.3 s|To explode}}
  | charge-fill-speed = 25% / s
  | charge-fill-speed = 50% / s
  | charge-fill-time = 4 s
  | charge-fill-time = 2 s
|}}
|}}
== 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 ==
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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 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.
* The [[Sandvich]] is able to detonate enemy mines.
== 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}}