Landmines are stationary map hazards introduced in [ 7-2: LIGHT UP THE NIGHT ]. If V1 gets too close to them they proceed to flip themselves off the ground whilst the light on top of them turns yellow, after a set time they will explode.
They can also be planted by Guttertanks and Big Johninator.
Combat[]
Landmines can be both an hinderance and a handy tool during combat. They can hamper V1's movement, punish slow play and are more often than not a hazard during chaotic engagements where the distinctive beeping sound they emit to make their presence known is barely audible, however skilled Players may be able to employ them to their advantage by parrying them with the Feedbacker once they've leaped in the air, doubling their explosion size and damage against enemies (From 3.5 to 7) while yielding the [+PARRY] style bonus with all its relative benefits. Parried Landmines also produce red explosions instead of yellow ones. Alternatively, the Jackhammer can be used on mines to send them flying.
Strategy[]
- Since redirecting them with the Feedbacker arm counts as a parry, Landmines can be used as pseudo-health refills when in a pinch.
- Redirecting a Landmine into fodder enemies is remarkably effective, the large explosion radius coupled with its ability to bypass Soldiers' explosive resistance allowing V1 to clear crowds with ease.
- Landmines can also be parried into a Gutterman to break its shield.
- Parrying a Landmine into an enemy awards the [+SERVED] style bonus.
- If it's parried into the Guttertank (or Big Johninator) that planted it will instead grant the [+LANDYOURS] style bonus.
- Aggressive enemies can be kited into a Landmine's blast radius, though this is a far riskier maneuver.
- The explosion from the S.R.S. Cannon Rocket Launcher's cannonball can be used to remotely detonate Landmines, although it will send the landmine flying.
- Dashing can easily kite activated Landmines. Similarly, you can launch Landmines into the air by slamming near them. The shockwave from the slam will launch the mine high into the air and explode before it hits the ground, making it effectively harmless.
Trivia[]
- They closely resemble Hopper Mines from Half-Life 2 in both form and functionality. Albeit, they do not possess the prongs nor the ability to right themselves when upside-down.
- Said Hopper Mines are themselves being based on the German S-mine (Schrapnellmine) often nicknamed "Bouncing Betties" by the British.
- Landmines are completely static when idle, and only become physics-active when one about to explode.
- Parrying a landmine turns it blue. This is possible a reference to video game standards of blue signifying a good action or object.
- Specifically, it could be a reference to Team Fortress 2 where when Demoman's bombs or Soldier's rockets are reflected via a Pyro's air blast, they change color from the team of the Demo/Soldier who fired it to the team of the Pyro who reflected it (in this case, Guttertanks would be RED while V1 would be BLU, of course).