Mine Layer
More languages
More actions
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.
| 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..." | |
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 | 2 s 0.15s 0.5s | |
| Charge fill speed | 25% / s | |
| Charge fill time | 4 s | |
| All values are approximate. | ||
Strategy
➕ Tripmines detonate automatically when their laser is crossed |
➖ Unable to detonate tripmines 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 |
| Turkish | Mayın Döşeyici | Mine Layer |
| 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 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.
Gallery
-
First-person view.
-
First-person view of the pre-3.0.0 model.

