Mine Layer
More languages
More actions
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.
| Mine Layer | |
|---|---|
|
|
|
| Kill Icons | |
| Basic Information | |
| Used by | Demoman |
| Slot | Secondary |
| Ammo | |
| Ammo loaded | 4 |
| Ammo carried | 24 |
| Loadout Stats | |
The Mine Layer Proximity Mine Launcher Alt-Fire: Fizzle proximity mines Proximity mines explode near enemies -4 max stickybombs out
"Aye, keep an eye out! Heh..." | |
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 Spies do not detonate the mines. If shot 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 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 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 | ||
|---|---|---|
| Shot type | Projectile | |
| Damage type | Explosive | |
| Ranged or Melee? | Ranged | |
| Taunt | Rump shake | |
| Damage | ||
| Maximum ramp-up | 120% | 144 |
| Base damage | 100% | 120 |
| Maximum fall-off | 52.8% | 64 |
| Critical | 360 | |
| Mini-crit | 144 | |
| Mini-crit (ramp-up) | 190 | |
| Bullet count | 1 | |
| Splash | ||
| Minimum splash | 50% | 146 HU |
| Damage reduction | 1% / 2.92 HU | |
| Self-damage | 45-90 | |
| Ammo | ||
| Loaded | 4 | |
| Carried | 24 | |
| Reload type | Single | |
| Function Times | ||
| Attack interval | 0.4 s 0.33 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
➕ Mines detonate automatically when an enemy is near |
➖ Unable to detonate mines manually |
Related achievements
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 |
| Ukrainian | Міномет | Mine Thrower |
Update history
- Added The Mine Layer
- Added unique HUD icons for Stickybombs, Proximity Mines, the Kritzkrieg, and the Medigun(sic).
- Mines of losing team no longer detonate
- Increased clip size & max stickies to 4 (from 3)
- Max charge time decreased by 50%
- 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
- 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
- Reload animation is now slightly lowered to improve visibility (Raptor Dan)
- Reduced clip size and max active mines to 4 (from 6)
- Updated proximity mine break sound
- Increased max mines to 6 (from 4)
- Reduced clip size to 3 (from 4)
- Increased fire rate by 33%
- Removed ability to charge mines
- Reduced maximum active mine count to 3 (from 6)
- 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 2s "Steam Workshop" in 2011.
- 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. - The Sandvich is able to detonate enemy mines.

