Mine Layer: Difference between revisions

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{{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 ==
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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
  | 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
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== 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>
|}
|}

Revision as of 11:35, 16 October 2026

Mine Layer
Kill Icons
Basic Information
Used by Demoman
Slot Secondary
Ammo
Ammo loaded 4
Ammo carried 24
Loadout Stats

The Mine Layer

Tripmine Launcher

Alt-Fire: Fizzle all tripmines

Tripmines explode when laser is crossed

Tripmines are able to chain-react

Tripmines have increased radius and damage

4 max tripmines active


"Aye, keep an eye out! Heh..."

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
Shot type Projectile
Damage type Explosive
Ranged or Melee damage? Ranged
Taunt Rump shake
Damage
Maximum ramp-up 120% 194
Base damage 100% 162
Maximum fall-off 52.8% 86
Critical 486
Mini-crit 218
Mini-crit (ramp-up) 261
Projectile count 1
Splash
Minimum splash 50% 197 HU
Damage reduction 1% / 2.92 HU
Self-damage 45-90
Ammo
Loaded 4
Carried 24
Reload type Single
Function Times
Attack interval 0.6 s
0.5 s
First reload 1.09 s
0.6 s
Further reloads 0.67 s
0.33 s
Activation time 0.7 s
1.3 s
All values are approximate.

Strategy

The Mine Layer v. Stickybomb Launcher

➕ Tripmines detonate automatically when their laser is crossed
➕ Tripmines have a larger blast radius
➕ Tripmines deal more damage

➖ 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

Achievement Description
Turn a Blind Eye Deal a total of 5000 damage with Mines you couldn't see.
Prime of Your Life Damage enemies with 16 Mines that are at least 5 seconds old in a single life.
Like A Little Bunny Trigger 8 enemy Mines that are at least 5 seconds old by walking near them without getting hurt.
Disarmament As a Heavy, safely trigger an enemy Mine that is at least 5 seconds old without walking near it.
Bourbon Flight Blast jump a long distance off an enemy Demoman's Mine.

Names in other languages

Language Name Meaning
Bulgarian Гранатомет с безконтактни мини Non-contact Mine Grenade Launcher
Spanish Lanzaminas Mine Launcher
English Mine Layer -
French Lanceur de mines Mine Launcher
German Minenleger Mine Layer
Italian Mortaio a mine Mine Launcher
Brazilian Portuguese Lançador de Minas Mine Launcher
Romanian Lansator de mine Mine Launcher
Russian Миномёт Mortar
Turkish Mayın Döşeyici Mine Layer
Ukrainian Міномет Mine Thrower

Update history

2.0.0 (Death & Taxes Update)

2.0.1

  • Mines of losing team no longer detonate

2.0.2

  • Increased clip size & max stickies to 4 (from 3)
  • Max charge time decreased by 50%

2.0.3

  • Mines now beep for spectators

2.1.0 (Fight or Flight Update)

  • The player's mines are now highlighted through walls
  • Mines will now fizzle out instead of exploding when placing more than four mines

2.1.3

  • Increased clip size and max active mines to 6 (from 4)
  • Reduced player detection radius of proximity mines by 20% of their explosion radius
  • Reduced detonation delay of proximity mines to 0.4s vs enemy players (from 0.5s)
  • Now uses the Rump Shake taunt
  • Fixed Stickybombs and proximity mines becoming invincible against bullets if they get moved without becoming airborne

2.1.4

  • Reload animation is now slightly lowered to improve visibility (Raptor Dan)

2.1.5

  • Reduced clip size and max active mines to 4 (from 6)
  • Updated proximity mine break sound

2.2.0 (Double Down Update)

  • Increased max mines to 6 (from 4)
  • Reduced clip size to 3 (from 4)
  • Increased fire rate by 33%
  • Removed ability to charge mines

2.2.3

  • Reduced maximum active mine count to 3 (from 6)

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

  • The Mine Layer's model was originally submitted to Team Fortress 2'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 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.