« Mine à fragmentation (Fallout 3) » : différence entre les versions

Kims (discussion | contributions)
m 1 version importée : Import de masse des armes de Fallout 3
Kims (discussion | contributions)
Import Nukapedia — traduction FR
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|icône=Mine icon.png
|icône=Mine icon.png
|image=FragMine.png
|image=FragMine.png
|compétence=Explosives
|compétence=Explosifs
|dégâts=1
|dégâts=1
|dégâts explosion=100
|dégâts explosion=100
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|editorid=WeapMineFrag
|editorid=WeapMineFrag
|baseid={{ID|00433c}}<br />{{DLC ID|003f45}} (sim version)
|baseid={{ID|00433c}}<br />{{DLC ID|003f45}} (sim version)
|footer            =[[Fichier:Fo3 Light Step.png|100px|center]]<br />Frag mines in the perk image for Light Step
|pied=[[File:Fo3 Light Step.png|100px|center]]<br />Frag mines in the aptitude image for Light Step}}
}}


{{Citation|Landmines are one of the few dangers out there that you can profit from. Disarm one before it blows, and you can sell it for plenty of [[Bottle cap (Fallout 3)|caps]].|[[Moira Brown]]|son=Fo3 MoiraBrown LandMines.ogg}}
{{Citation|Landmines are one of the few dangers out there that you can profit from. Disarm one before it blows, and you can sell it for plenty of [[Bottle cap (Fallout 3)|caps]].|[[Moira Brown]]|son=Fo3 MoiraBrown LandMines.ogg}}
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== Caractéristiques ==
== Caractéristiques ==
The frag mine looks like a tan shaped disk with a black gear and red button on top. The frag mine will begin beeping when a target comes within a short distance to it until it is disarmed or it detonates. The time until detonation depends on the [[Explosifs (Fallout 3)|Explosifs]] skill of the person setting it off.
The frag mine looks like a tan shaped disk with a black gear and red button on top. The frag mine will begin beeping when a cible comes within a short distance to it until it is disarmed or it détonation. The time until detonation depends on the [[Explosives (Fallout 3)|Explosives]] skill of the person setting it off.


Frag mines can be disarmed with an Explosives skill of 1, meaning anyone, regardless of their statistics, will be capable of doing so. If the [[Vagabond solitaire]] has the [[Light Step (Fallout 3)|Light Step]] perk, the mine will not be triggered at all.
Frag mines can be disarmed with an Explosives skill of 1, meaning anyone, quelle que soit of their statistics, will be capable of doing so. If the [[Lone Wanderer]] has the [[Light Step (Fallout 3)|Light Step]] aptitude, the mine will not be triggered at all.


To use a frag mine, it must first be equipped like any other weapon. Firing with it arms and drops the mine a short distance ahead of the miner. The mine will be triggered when any non-follower non-player character comes within a certain distance. Neither the miner nor their companions will trigger it.
To use a frag mine, it must first be équipé like any other arme. Firing with it arms and lâche the mine a short distance ahead of the miner. The mine will be triggered when any non-follower non-personnage joueur comes within a certain distance. Neither the miner nor their compagnons will trigger it.


To collect a hostile land mine, or one of one's own, they have to approach it then "activate" it to disarm it. Once disarmed, it can then be collected. In the case of hostile mines, the mine's proximity fuse will trigger as a target approaches, and the Explosives skill will determine the length of the fuse. A low Explosives skill will make this difficult. There appears to be a quirk in the programming so that the mine will detonate based on how close the target is to its center regardless of the Z axis (i.e. up and down) while the distance they have to be to interact with it does take the Z axis into account. This means that going downhill or down a set of stairs the landmine will often explode before being able to go close enough and disarm it. The best bet is to crouch and, if possible, approach from the downhill side so as to end up closer to the mine's level on the Z axis. Aiming at the mine, gliding towards it and activating it as quickly as can be done. By walking instead of running also decreases likelihood to overshoot the mine and fail in disarming it.
To collect a hostile land mine, or one of one's own, they have to approach it then "activate" it to disarm it. Once disarmed, it can then be collected. In the case of hostile mines, the mine's proximity fuse will trigger as a cible approaches, and the Explosives skill will determine the length of the fuse. A low Explosives skill will make this difficult. There appears to be a quirk in the programming so that the mine will détonation based on how close the cible is to its center quelle que soit of the Z axis (i.e. up and down) while the distance they have to be to interact with it does take the Z axis into account. This means that going downhill or down a set of stairs the landmine will often explode before being able to go close enough and disarm it. The best bet is to crouch and, if possible, approach from the downhill side so as to end up closer to the mine's level on the Z axis. Aiming at the mine, gliding towards it and activating it as rapidement as can be done. By walking instead of running also decreases likelihood to overshoot the mine and fail in disarming it.


Frag mines have a relatively small blast radius and will do damage (from a maximum at point blank range of about 65 at skill level 25 up to 100 at a skill of 100) to any friendly or enemy target (including the miner themselves) within that radius. The further away from the center of the blast, the less damage that is done. Mines can also detonate each other if they are set close enough together. This can work in favor when someone tries to take down a particularly tough opponent by hitting it with several blasts at once. However, carelessness in deploying the mines may set the first ones off before the intended victim is within range of them all (i.e. if getting lazy or rushed and just drop a straight string of them while backing away from an oncoming opponent). Disarmed mines will still be detonated by nearby explosions. Laying a mine, disarm it, and laying another, an entire hallway can be detonated once with enough mines and time. This is a great way to take out a group of enemies at once, as they often travel in a line.
Frag mines have a relativement small explosion radius and will do dégâts (from a maximum at point blank range of about 65 at skill level 25 up to 100 at a skill of 100) to any friendly or ennemi cible (including the miner themselves) within that radius. The further away from the center of the explosion, the less dégâts that is done. Mines can also détonation each other if they are set close enough together. This can work in favor when someone tries to take down a particulièrement tough opponent by hitting it with several blasts at once. Cependant, carelessness in deploying the mines may set the first ones off before the intended victim is within range of them all (i.e. if getting lazy or rushed and just drop a straight string of them while backing away from an oncoming opponent). Disarmed mines will still be detonated by nearby explosions. Laying a mine, disarm it, and laying another, an entire hallway can be detonated once with enough mines and time. This is a great way to take out a group of ennemis at once, as they often travel in a line.


It is important to consider that some creatures who fly/hover like the [[Mister Handy (Fallout 3)|Mister Handy]] and [[Mister Gutsy (Fallout 3)|Mister Gutsy]] robots will not detonate land mines themselves, (technically, they are not stepping on them) but will be damaged by the blast from one. If possible, they should be lured over the landmines before shooting them to detonate them (this can be a little tricky at first) or simply use a grenade in [[Système de Visée Assistée Vault-Tec (SVAV)|SVAV]] to attack the victim and detonate the landmines at the same time.
It is important to consider that some creatures who fly/hover like the [[Mister Handy (Fallout 3)|Mister Handy]] and [[Mister Gutsy (Fallout 3)|Mister Gutsy]] robots will not détonation land mines themselves, (technically, they are not stepping on them) but will be damaged by the explosion from one. If possible, they should be lured over the landmines before shooting them to détonation them (this can be a little tricky at first) or simply use a grenade in [[Vault-Tec Assisted Targeting System|V.A.T.S.]] to attack the victim and détonation the landmines at the same time.


Like hand grenades, mines can be "[[Pants Exploded|reverse pickpocketed]]" onto a victim, causing them to arm and detonate on their own (this is handy since enemies are more likely to carry grenades than mines—and the trick cannot be performed with an explosive they already possess). One has to be able to sneak close enough behind the victim to "activate" them, then simply move a bomb from one's own inventory to theirs. Unless the opponent is particularly tough this is usually a guaranteed kill. Note that "vital" non-player characters cannot be killed in this manner. The explosive will simply not activate when placed in their inventory.
Like hand grenades, mines can be "[[Pants Exploded|reverse pickpocketed]]" onto a victim, causing them to arm and détonation on their own (this is handy since ennemis are more likely to carry grenades than mines—and the trick cannot be performed with an explosive they already possess). One has to be able to sneak close enough behind the victim to "activate" them, then simply move a bomb from one's own inventory to theirs. Unless the opponent is particulièrement tough this is usually a guaranteed kill. Il est à noter que "vital" non-personnage joueurs cannot be killed in this manner. The explosive will simply not activate when placed in their inventory.


== Variantes ==
== Variantes ==
* Sim version {{Icône|FO3OA|link=Operation: Anchorage (add-on)}} - A version used exclusively in the [[Anchorage Reclamation simulation]], it differs from the standard ''Fallout 3'' variant only in that it cannot be dropped, although it still can be transferred between containers or given to [[Fallout 3 companions|companions]].
* Sim version {{Icône|FO3OA|link=Operation: Anchorage (add-on)}} - A version used exclusively in the [[Anchorage Reclamation simulation]], it differs from the standard ''Fallout 3'' variant only in that it cannot be lâché, Bien que it still can be transferred between containers or donné to [[Fallout 3 companions|companions]].


== Emplacements ==
== Emplacements ==
=== Armed mines ===
=== Armed mines ===
* There are a total of 67 frag mines found scattered around [[Minefield]] for the quest [[Wasteland Survival Guide (quest)|Wasteland Survival Guide]].
* There are a total of 67 frag mines trouvé scattered around [[Minefield]] for the quest [[Wasteland Survival Guide (quest)|Wasteland Survival Guide]].
* Seven south of [[Alexandria Arms]].
* Seven south of [[Alexandria Arms]].
* Two south of [[Arlington Library]] at a [[Talon Company]] post, near the map's border. Two more to the east.
* Two south of [[Arlington Library]] at a [[Talon Company]] post, near the map's border. Two more to the east.
* Five in [[Arlington Library]]'s media archive.
* Five in [[Arlington Library]]'s media archive.
* 13 can be found on a bridge just west of the [[Anchorage Memorial]] fast travel point.
* 13 peut être trouvé on a bridge just west of the [[Anchorage Memorial]] fast travel point.
* Three at [[Bethesda ruins]].
* Three at [[Bethesda ruins]].
* Four in the [[Canterbury tunnels]].
* Four in the [[Canterbury tunnels]].
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* Two in the [[Rivet City bow]].
* Two in the [[Rivet City bow]].
* Five near the entrance to [[SatCom Array NW-05a]].
* Five near the entrance to [[SatCom Array NW-05a]].
* Seven are found in [[Seward Square]], in the play yard near [[The Preacher]].
* Seven se trouvent in [[Seward Square]], in the play yard near [[The Preacher]].
* 19 in the [[Tepid sewers]], near [[Rocksalt]]'s position.
* 19 in the [[Tepid sewers]], near [[Rocksalt]]'s position.
* Three in the [[utility tunnels]].
* Three in the [[utility tunnels]].
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* {{Icône|FO3BS}} Two in [[Old Olney underground]].
* {{Icône|FO3BS}} Two in [[Old Olney underground]].


=== Unarmed mines ===
=== à mains nues mines ===
* One on a ledge in the west of [[Bethesda Offices West]].
* One on a ledge in the west of [[Bethesda Offices West]].
* One in the [[Chryslus Building]], on a counter near the reception area exit.
* One in the [[Chryslus Building]], on a counter near the reception area exit.
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* Three in [[L.O.B. Enterprises]], one on a shelf and one under a box. Also one in a bin in the east wing section.
* Three in [[L.O.B. Enterprises]], one on a shelf and one under a box. Also one in a bin in the east wing section.
* Three on shelves in the [[National Guard depot]] armory.
* Three on shelves in the [[National Guard depot]] armory.
* Three can be found in a cupboard at the [[riverside raider shacks]].
* Three peut être trouvé in a cupboard at the [[riverside raider shacks]].
* Two in [[SatCom Array NN-03d]], on a table near the CW exit.
* Two in [[SatCom Array NN-03d]], on a table near the CW exit.
* Four under a light set, halfway through the west tunnel in the [[Tepid sewers]], near [[Rocksalt]].
* Four under a light set, halfway through the west tunnel in the [[Tepid sewers]], near [[Rocksalt]].
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* Three in the [[Wheaton Armory]].
* Three in the [[Wheaton Armory]].
* Three in the [[yao guai tunnels]], in the center, on a shelf.
* Three in the [[yao guai tunnels]], in the center, on a shelf.
* {{Icône|FO3OA}} Two in the [[Outcast outpost]]'s armory, available after the completion of [[Opération : Anchorage]]!
* {{Icône|FO3OA}} Two in the [[Outcast outpost]]'s armory, available after the completion of [[Operation: Anchorage! (quest)|Operation: Anchorage]]!
* {{Icône|FO3BS}} Two on a shelf at a [[Talon Company]] camp east of [[the Capitol Building]].
* {{Icône|FO3BS}} Two on a shelf at a [[Talon Company]] camp east of [[the Capitol Building]].
* {{Icône|FO3BS}} One in [[Old Olney underground]], on a shelf.
* {{Icône|FO3BS}} One in [[Old Olney underground]], on a shelf.
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== Notes ==
== Notes ==
* Frag mines are easy to see in darkness, due to their glowing red "armed" light.
* Frag mines are easy to see in darkness, en raison de their glowing red "armed" light.
* Though rare, some characters (like [[Eulogy Jones]]) have a high Explosives skill; a non-player character's Explosives skill works the same, and this will affect mines laid for them: the delay between detection and detonation will be significantly lengthened.
* Though rare, some characters (like [[Eulogy Jones]]) have a high Explosives skill; a non-personnage joueur's Explosives skill works the same, and Cela va affect mines laid for them: the delay between detection and detonation will be significativement lengthened.
* Frag mines, like all explosion types, will cause grenades within the blast radius to also explode.
* Frag mines, like all explosion types, will cause grenades within the explosion radius to also explode.
* Mines can be thrown at enemies and friendlies at point blank and injure them just by the mine hitting them, however, it will not explode upon impact. For some reason this cannot be done in SVAV, as it will always mention, regardless of distance, a zero percent chance to hit.
* Mines can be thrown at ennemis and friendlies at point blank and injure them just by the mine hitting them, Cependant, it will not explode upon impact. For some reason this cannot be done in SVAV, as it will always mention, quelle que soit of distance, a zero percent chance to hit.
* In the game files, there is another frag mine that weighs 1 pound, is worth over 3000 [[Bottle cap (Fallout 3)|caps]], and does significantly more damage than the original. Its Form ID is {{ID|00028172}}.
* In le jeu files, there is another frag mine that weighs 1 pound, is worth over 3000 [[Bottle cap (Fallout 3)|caps]], and does significativement more dégâts than the original. Its Form ID is {{ID|00028172}}.


== Bogues ==
== Bogues ==
* {{Plateformes|ps3,xbox360}} If the player character equips frag mines, drops about 10 of them, and picks them back up, their inventory will show two sets of frag mines, both equipped. If one then take out a melee weapon, it will show up as a frag mine, and the player character can hit enemies with it. This is a very humorous glitch, as using a [[Flambeur (Fallout 3)|Shishkebab]] will look as if one is lighting them on fire with a frag mine. {{À vérifier|verified}}
* {{Plateformes|ps3,xbox360}} If the personnage joueur équipe frag mines, lâche about 10 of them, and picks them back up, their inventory will show two sets of frag mines, both équipé. If one then take out a arme de corps à corps, it will show up as a frag mine, and the personnage joueur can hit ennemis with it. This is a very humorous glitch, as using a [[Flambeur (Fallout 3)|Shishkebab]] will look as if one is lighting them on fire with a frag mine. {{À vérifier|verified}}
* {{Plateformes|xbox360}} Sometimes, the frag mines on [[The Pitt]] don't work. They simply don't go off when the player character walks near them. This is good for XP as one can gain XP by disarming mines without worry of setting them off. {{À vérifier|verified}}
* {{Plateformes|xbox360}} Sometimes, the frag mines on [[The Pitt bridge]] don't work. They simply don't go off when the personnage joueur walks near them. This is good for XP as one can gain XP by disarming mines without worry of setting them off. {{À vérifier|verified}}
* {{Plateformes|xbox360}} If one equips frag mines, then drop about ten without leaving the Pip-Boy, when they exit they will not be holding anything, just an invisible frag mine. {{À vérifier|verified}}
* {{Plateformes|xbox360}} If one équipe frag mines, then drop about ten without leaving the Pip-Boy, when they exit they will not be holding anything, just an invisible frag mine. {{À vérifier|verified}}


== Sounds ==
==
{|
| [[Fichier:Mine icon.png|75x75px]]
| [[Fichier:Wpn mine arm.ogg|noicon|200px]]<br />Arming the mine
| [[Fichier:Mine icon.png|75x75px]]
| [[Fichier:Wpn mine disarm.ogg|noicon|200px]]<br />Disarming the mine
 
|-
| [[Fichier:Mine icon.png|75x75px]]
| [[Fichier:Wpn mine tick.ogg|noicon|200px]]<br />Ticking mine
|}
 
== Gallery ==
;Armed
;Armed


;Unarmed
;à mains nues


== See also ==
== See also ==
* [[Mine box (Fallout 3)|Mine box]]
* [[Mine box (Fallout 3)|Mine box]]


{{Navbox weapons FO3}}
[[Category:Fallout 3 Explosives skill weapons]]
 
[[Catégorie:Fallout 3 Explosives skill weapons]]
 
[[de:Splittermine (Fallout 3)]]
[[es:Mina de fragmentación]]
[[ru:Противопехотная мина (Fallout 3)]]
[[zh:破片地雷 (Fallout 3)]]


[[Catégorie:Arme de Fallout 3]]
[[Catégorie:Arme de Fallout 3]]

Version du 6 juin 2026 à 13:09

Pour an overview of all mines, voir Land mine.
Pour an overview of all anti-personnel mines, voir Anti-personnel mine.
Statistiques de combat
Dégâts par attaque
0.0
Dégâts par projectile
0.0
Dégâts par seconde
0.0
Dégâts par seconde (avec rechargement)
0.0
Multiplicateur de critique
x 0.00
Attaques par seconde
0.0
Munitions et rechargement
Tirs par magasin
0.0
Durée de rechargement
0.0
Autres propriétés
Poids
0.5
Valeur
25
Technique
Editor ID
WeapMineFrag

Fichier:Fo3 Light Step.png

Frag mines in the aptitude image for Light Step

« Landmines are one of the few dangers out there that you can profit from. Disarm one before it blows, and you can sell it for plenty of caps. »

— Moira BrownFichier:Fo3 MoiraBrown LandMines.ogg

The frag mine is a placed weapon in Fallout 3.

Caractéristiques

The frag mine looks like a tan shaped disk with a black gear and red button on top. The frag mine will begin beeping when a cible comes within a short distance to it until it is disarmed or it détonation. The time until detonation depends on the Explosives skill of the person setting it off.

Frag mines can be disarmed with an Explosives skill of 1, meaning anyone, quelle que soit of their statistics, will be capable of doing so. If the Lone Wanderer has the Light Step aptitude, the mine will not be triggered at all.

To use a frag mine, it must first be équipé like any other arme. Firing with it arms and lâche the mine a short distance ahead of the miner. The mine will be triggered when any non-follower non-personnage joueur comes within a certain distance. Neither the miner nor their compagnons will trigger it.

To collect a hostile land mine, or one of one's own, they have to approach it then "activate" it to disarm it. Once disarmed, it can then be collected. In the case of hostile mines, the mine's proximity fuse will trigger as a cible approaches, and the Explosives skill will determine the length of the fuse. A low Explosives skill will make this difficult. There appears to be a quirk in the programming so that the mine will détonation based on how close the cible is to its center quelle que soit of the Z axis (i.e. up and down) while the distance they have to be to interact with it does take the Z axis into account. This means that going downhill or down a set of stairs the landmine will often explode before being able to go close enough and disarm it. The best bet is to crouch and, if possible, approach from the downhill side so as to end up closer to the mine's level on the Z axis. Aiming at the mine, gliding towards it and activating it as rapidement as can be done. By walking instead of running also decreases likelihood to overshoot the mine and fail in disarming it.

Frag mines have a relativement small explosion radius and will do dégâts (from a maximum at point blank range of about 65 at skill level 25 up to 100 at a skill of 100) to any friendly or ennemi cible (including the miner themselves) within that radius. The further away from the center of the explosion, the less dégâts that is done. Mines can also détonation each other if they are set close enough together. This can work in favor when someone tries to take down a particulièrement tough opponent by hitting it with several blasts at once. Cependant, carelessness in deploying the mines may set the first ones off before the intended victim is within range of them all (i.e. if getting lazy or rushed and just drop a straight string of them while backing away from an oncoming opponent). Disarmed mines will still be detonated by nearby explosions. Laying a mine, disarm it, and laying another, an entire hallway can be detonated once with enough mines and time. This is a great way to take out a group of ennemis at once, as they often travel in a line.

It is important to consider that some creatures who fly/hover like the Mister Handy and Mister Gutsy robots will not détonation land mines themselves, (technically, they are not stepping on them) but will be damaged by the explosion from one. If possible, they should be lured over the landmines before shooting them to détonation them (this can be a little tricky at first) or simply use a grenade in V.A.T.S. to attack the victim and détonation the landmines at the same time.

Like hand grenades, mines can be "reverse pickpocketed" onto a victim, causing them to arm and détonation on their own (this is handy since ennemis are more likely to carry grenades than mines—and the trick cannot be performed with an explosive they already possess). One has to be able to sneak close enough behind the victim to "activate" them, then simply move a bomb from one's own inventory to theirs. Unless the opponent is particulièrement tough this is usually a guaranteed kill. Il est à noter que "vital" non-personnage joueurs cannot be killed in this manner. The explosive will simply not activate when placed in their inventory.

Variantes

  • Sim version - A version used exclusively in the Anchorage Reclamation simulation, it differs from the standard Fallout 3 variant only in that it cannot be lâché, Bien que it still can be transferred between containers or donné to companions.

Emplacements

Armed mines

à mains nues mines

Notes

  • Frag mines are easy to see in darkness, en raison de their glowing red "armed" light.
  • Though rare, some characters (like Eulogy Jones) have a high Explosives skill; a non-personnage joueur's Explosives skill works the same, and Cela va affect mines laid for them: the delay between detection and detonation will be significativement lengthened.
  • Frag mines, like all explosion types, will cause grenades within the explosion radius to also explode.
  • Mines can be thrown at ennemis and friendlies at point blank and injure them just by the mine hitting them, Cependant, it will not explode upon impact. For some reason this cannot be done in SVAV, as it will always mention, quelle que soit of distance, a zero percent chance to hit.
  • In le jeu files, there is another frag mine that weighs 1 pound, is worth over 3000 caps, and does significativement more dégâts than the original. Its Form ID is 00028172.

Bogues

  • If the personnage joueur équipe frag mines, lâche about 10 of them, and picks them back up, their inventory will show two sets of frag mines, both équipé. If one then take out a arme de corps à corps, it will show up as a frag mine, and the personnage joueur can hit ennemis with it. This is a very humorous glitch, as using a Shishkebab will look as if one is lighting them on fire with a frag mine. [à vérifier]
  • Sometimes, the frag mines on The Pitt bridge don't work. They simply don't go off when the personnage joueur walks near them. This is good for XP as one can gain XP by disarming mines without worry of setting them off. [à vérifier]
  • If one équipe frag mines, then drop about ten without leaving the Pip-Boy, when they exit they will not be holding anything, just an invisible frag mine. [à vérifier]

==

Armed
à mains nues

See also