Trip mine | |
---|---|
Gameplay | |
Inventory Slot | Equipment |
Equipment Type | Sensor-activated trip mines |
Statistics | |
Amount | 3 mines / 3 shaped charges |
Damage | 1,000 |
Blast Radius | 3 |
Detonation Delay | 0.3 |
Arming Delay | 1 second |
Other | |
Internal name | trip_mine
|
v·d·e |
Description |
---|
The trip mine is an explosive device and is designed to destroy safes and disable enemy targets as they pass over or near the trip mine.
|
The Trip mine is a deployable trap in PAYDAY 2.
Law enforcers may also deploy their own trip mines during day 2 plan B (going loud at the warehouse) of the Election Day heist, and trip mines can be found covering doorways on both days of the Hotline Miami heist.
Overview (Player)[]
The trip mine is a powerful explosive, capable of instantly eliminating any law enforcement units caught in the blast radius, depending on the placement of the mine. Tripmines deal 1000 base damage in a very small radius of 3 meters with no damage falloff from distance.
A trip mine in default mode emits a red laser beam in a straight line from the mine. Players and converted law enforcers will not trigger the mine; anybody else that interrupts the beam will cause an explosive charge to detonate. Gunfire striking the mine and nearby explosions (both from players and enemies) will also trigger it. A trip mine explosion can damage the player who placed it, but, unlike Frag Grenades, will not harm other players.
Trip mines work best when placed in confined areas such as stairwells and doorways. They can be useful for protecting against Cloaker ambushes by placing them around vents they spawn from. They can also be used to set up traps for enemies around choke points where density is high.
Each trip mine can be toggled, replacing the explosive mode with a sensor mode which changes the beam color to blue. When in stealth, trip mines default to sensor mode when placed, so no toggle is needed; in loud they default to explosive mode. This allows the trip mine to act as an early warning device for the player when a law enforcer is detected by the trip mine, rather than exploding. Alternatively, this can give the heisters greater control over when a mine is triggered, being able to stand back and wait until an opportune time to shoot the mine to detonate it, rather than having them be triggered the moment an enemy steps past.
Trip mines in sensor mode are now significantly more useful in stealth, as guards detected by a sensor trip mine will cause it to emit a tone and automatically highlight the guard, representing an improvement over previous versions of the game where sensor mines would only emit a tone when triggered. In addition, sensor mode now highlights Special enemies. Trip mines in sensor mode apply High Value Target as of Update #132.
Trip mines become more useful as an offensive weapon by investing in the Combat Engineering skill in the Technician tree. This increases trip mines blast radius by 30%, increasing their blast radius from 3 meters to 3.9 meters. Trip mines are particularly effective when planted in a high-traffic area, set it into sensor mode, and then waiting for law enforcers to mass on that area before detonating the mine with gunfire or a grenade. Acing the skill will cause trip mines to deal 50% more damage and further increase the blast radius to 5.85 meters. The Fire Trap skill causes detonated trip mines to also leave a patch of fire around the area, similar to Molotov Cocktails, further increasing the usefulness of trip mines in choke points. The More Firepower skill will greatly increase the number of trip mines available, up to 14 in total.
Tripmines, unlike most explosives, benefit from critical hit skills like Low Blow and Unseen Strike. If lucky, a detonated critical hit tripmine can one-shot almost every enemy on Death Sentence difficulty, and severely weaken a Minigun Bulldozer. Enemies killed by crit tripmines will be sent flying with much more force than a normal tripmine.
Unlike the trip mines of PAYDAY: The Heist which are deployed instantly, the mines in PAYDAY 2 require an interaction period to deploy, leaving the player vulnerable for the entire duration of the placement. This can be offset to a degree by owning the Die Hard skill in the Enforcer tree.
Shaped Charges[]
Equipping trip mines will also give the player shaped charges (C4) for breaching certain safes, doors and armored trucks. The player will start with 3 shaped charges, which can be increased to 6 by Acing More Firepower. Trip mines cannot be resupplied during gameplay.
Shaped Charges are handy in many situations when it comes to saving time. They are mostly used to just about anything that can accept a Shaped Charge: safes, doors, and armored cars. Note that blasting through the doors of an armored car will also destroy the two safe deposit boxes closest to the door. Using Charges rather than the OVE9000 also gives a team the advantage of each carrying two weapons while being able to quickly pass through obstacles. The quick application along with a relatively short fuse time means that the whole crew can bust up loot containers (e.g the trucks in Day 1 of Firestarter) and flee with the secured items in short order, sometimes even before the police can arrive.
All C4 spots on an object must be 'filled' in order to open the object in question. In most cases, this may be only one (as in doors and small '1x1' safes), but it can be up to four for the largest safes.
Places where C4 in any missions is a required objective, such as Hotline Miami will not consume a charge, nor can be sped up with shaped charges as replacement.
The Hardware Expert skill does not reduce the time required to deploy shaped charges, only trip mines.
Shaped Charge detonations are very loud and can potentially be a major hamper when going for stealth if civilians and guards are not controlled first.
Sensor Mode[]
Trip mines active in sensor mode will have a laser protruding from them, but this laser is blue instead of the default red. Law enforcers, guards, and civilians passing through this laser during stealth will cause an audible tone to play briefly and be highlighted as if marked; in loud only specials are highlighted. Law enforcers passing through the beam of a trip mine in sensor mode will not detonate the explosive charge, nor would they be alerted, though the charge can still be activated by stray gunfire or through the use of grenades.
Note that trip mines placed during stealth default to sensor mode, and do not need to be toggled before the laser begins emitting. Trip mines placed during the alarm has sounded will need to be toggled to sensor mode.
Though limited use in loud situations, it can be used to great effect on stealth heists, such as Framing Frame. A trip mine in sensor mode can be placed in the path of a guard patrol to alert players if there is a guard nearby. Framing Frame, especially day 3, can realize the full benefits of this skill because guards maneuver in tight spaces and frequently double back, which can surprise or pin down the player. On Death Wish, this skill gains additional benefits on Framing Frame because guards do not carry flashlights, making it exceptionally easy for guards to take the player by surprise.
In loud, the skill still has some use, as they can act as mini-Spotters in tight spaces like the Big Bank vault area. They can be used to warn the team of incoming Specials, giving the team more time to prepare and not get caught off-guard by a Cloaker or even a Bulldozer. In smaller areas, one or two sensor mines are sufficient, though in larger maps not even six is enough. In larger maps such as First World Bank or Hotline Miami, sensor mines can be deployed at the spawn points of law enforcers to effectively keep most Specials on the map marked at all times.
Another benefit of using sensor mode on loud is giving players the ability to manually detonate them at will via direct gunfire or an explosion from a grenade or rocket. Instead of allowing a trip mine to be wasted on a lone common unit, a trip mine on sensor mode can not only alert players of a dangerous, special unit but a player can set it off to kill said unit as a last resort at an appropriate moment or even groups of enemies at the right time. This can be used in conjunction with penetrating weapons, such as sniper rifles or AP pistols to kill enemies through walls without being exposed.
Overview (Enemy)[]
Enemies may place trip mines in doorways in certain heists as mentioned earlier; these mines function much like your own, and are usually placed from head to ankle height. As they have a unique model (a replica of the M18 Claymore) with a dark texture and no outline-glow, they are more difficult to spot during combat. If tripped, these mines will inflict massive damage; they have a very high chance of instantly incapacitating whoever was unfortunate enough to set them off.
As with regular trip mines, enemy trip mines can be made to explode by shooting them at a distance. They also have the standard red mine beam, so be careful not to mistake them for 'friendly' trip mines placed by a teammate.
Unlike 'regular' player-owned mines, enemy trip mines appear to have a very small blast radius.
Upgrades[]
Jack Of All Trades |
Technician: Engineer | Tier 3 |
---|---|---|
Basic (3 pt): You deploy and interact with all deployables 100% faster. | ||
Ace (6 pt): You can now equip a second deployable to bring with you. If your deployable is equipped as a secondary deployable, you can only bring half of what you would bring if it was equipped as a primary deployable. Press X to toggle between deployables. |
Combat Engineering |
Technician: Breacher | Tier 2 |
---|---|---|
Basic (2 pt): The radius of your trip mine explosion is increase by 30%. | ||
Ace (4 pt): Your trip mine damage is increase by 50%. |
More Firepower |
Technician: Breacher | Tier 3 |
---|---|---|
Basic (3 pt): You gain 1 more shaped charges and 4 more trip mines. | ||
Ace (6 pt): You gain 2 more shaped charges and 7 more trip mines. |
Fire Trap |
Technician: Breacher | Tier 4 |
---|---|---|
Basic (4 pt): Your trip mines now spread fire around the area of detonation for 10 seconds in a 4 meter diameter. | ||
Ace (8 pt): Increases the fire effect duration by 10 seconds and increases the fire effect radius by 50%. |
Trivia[]
- The trip mines used by enemies use the model of the M18 Claymore.
- The trip mines, along with the sentry gun, are the only deployables that do not have a voice line upon deploying them.
- Until recently, players could place trip mines on moving objects (doors, safes, grates, etc.), and when they detonated when the objects move they wouldn't alert guards.
Gallery[]
Throwables | Concussion Grenade • Leech Ampule • Pocket ECM • Smoke Bomb • Snowball • Stoic's Hip Flask • HEF Grenade • Ace of Spades • Incendiary Grenade • Matryoshka Grenade • Frag Grenade • Molotov Cocktail • Dynamite • Shuriken • Javelin • Throwing Axe • Throwing Knife • Kingpin Injector • Gas Dispenser • X1-ZAPper • Viper Grenade • Adhesive Grenade | |
Deployables | Ammo Bag • Armor Bag • Body Bag Case • Doctor Bag • ECM Jammer • First Aid Kit • Sentry Gun • Trip Mine • Ordnance Bag • Turret | |
Cosmetics | Masks (Materials • Patterns • Colors) • Skins (Weapon • Armor) • Weapon Colors • Outfits • Gloves • Charms | |
Misc. | Ammunition • Armors • Drills • Weapon mods |