Proximity Mine | |
---|---|
![]() TS2 Proximity Mines | |
Ammo (Mag/Max Ammo) |
TS1: 10 TS2: 20 TSFP: 10 |
Fire Rate Rounds per sec (RPS) |
TSFP: 1 per second |
Reload Time | N/A |
Damage (per Single Shot) Head/Body/Leg |
Instant Kill |
Weapon Type | Explosive |
Native Timezone | 2005 (TS1 Variant) |
Zoom | No |
Primary Fire | Throws mine |
Secondary Fire | Throws mine |
Game Appearances | TimeSplitters TimeSplitters 2 TimeSplitters Future Perfect |
Like the Remote Mine, the Timed Mine, and the TS2 TNT, the Proximity Mine sticks to the first thing it hits.
The Proximity Mine activates about three to five seconds after it is thrown away from the player's body, and it explodes when anyone comes within a 10-foot radius of it.
If a mine becomes stuck to your body, it is possible to survive the explosion (albeit with splash damage from the explosion) if you run in the direction opposite of where the mine became stuck on to you; however, this is usually hard to determine if you didn't see the mine get thrown at you, and so surviving one using this trick is mostly a matter of luck.
Unlike the Remote Mines, the Proximity Mines will remain active if the player who dispersed them is killed.
In TimeSplitters 2, the Proximity Mine acts like an airburst landmine; once triggered, it fires its charge into the air to roughly head height before detonating, similar to the notorious SMi-35 and SMi-44 "Bouncing Betty" landmines employed by the Nazis during WWII.
When "if best" is switched on, the Proximity Mine ranks as the joint worst weapon on TS1, on the same level as the Brick and other mines.
Trivia[]
- In TSFP, if anyone gets near the Proximity Mine before exploding, the mine will strangely fly off the surface to the other side (e.g. from floor to ceiling, or from wall to the left flying to the right).
- It is the only mine that appears in TS1's story mode (Cyberden), and the only mine that doesn't appear in TS2's story mode, coincidentally.

The Proximity Mine in TS1.

The Proximity Mine in TSFP.