« Mine à fragmentation (Fallout 3) » : différence entre les versions
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m 1 version importée : Import de masse des armes de Fallout 3 |
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Version du 6 juin 2026 à 13:15
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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. »
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
- There are a total of 67 frag mines trouvé scattered around Minefield for the quest Wasteland Survival Guide.
- 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.
- Five in Arlington Library's media archive.
- 13 peut être trouvé on a bridge just west of the Anchorage Memorial fast travel point.
- Three at Bethesda ruins.
- Four in the Canterbury tunnels.
- Six around Charnel house.
- 17 at a raider camp northwest of Charnel house.
- Two in drainage chamber Signal Sierra Victor.
- 19 around the center ornament at Dupont Circle.
- Three in the Dupont Circle station.
- Two at Dupont Northeast.
- Five near train tracks east/northeast of Evergreen Mills. Four more a litte further to the east.
- Two in the Fairfax Metro station, near the CW exit.
- Five west of Fairfax ruins, on the streets.
- Two at Five Axles Rest Stop.
- Three on the stairs in the Fort Bannister bunker. Three more in the CO quarters.
- Three on Germantown Police HQ's ground floor.
- Six on Germantown Police HQ's top floor.
- Eight around at the grisly diner.
- Seven in Hubris Comics Printing.
- Two at a shack southeast of Jalbert Brothers waste disposal.
- Four near Lady Frumperton's Fashions.
- Five at the back of the Lincoln Memorial. Four more around the memorial.
- Four in the Meresti service tunnel.
- Two in the Minuteman Metro station.
- 31 in the National Archives, at the rotunda with Sydney.
- four in Our Lady of Hope Hospital.
- Five on the road east of the Overlook Drive-In. Two more at the drive-in itself.
- Three at a ruined house in Penn. Ave Northwest, north of La Maison Beauregard.
- Nine in the raider outpost.
- Two in the Rivet City bow.
- Five near the entrance to SatCom Array NW-05a.
- Seven se trouvent in Seward Square, in the play yard near The Preacher.
- 19 in the Tepid sewers, near Rocksalt's position.
- Three in the utility tunnels.
- Four in Vault 92, all of the near doors.
- Two in Vernon East/Takoma Park.
- Ten around the Washington Monument.
- Three in the yao guai cave, near the raider outpost exit.
Two in Old Olney underground.
à mains nues mines
- One on a ledge in the west of Bethesda Offices West.
- One in the Chryslus Building, on a counter near the reception area exit.
- Two in Cliffside cavern's raider outpost, on a shelf near a fire barrel.
- Three in the drainage chamber Signal Sierra Victor.
- Two on a table at Falls Church Metro.
- Two in Falls Church/Mason Dst Metro, on the ground in the bathroom in the north.
- Three on the shelves at the flooded metro raider camp.
- Four on the east side of Fort Bannister.
- 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 peut être trouvé in a cupboard at the riverside raider shacks.
- 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.
- Three in Tenleytown/Friendship station, outer north, near a generator.
- Three in Vault 106's living quarters.
- Three in the Wheaton Armory.
- Three in the yao guai tunnels, in the center, on a shelf.
Two in the Outcast outpost's armory, available after the completion of Operation: Anchorage!
Two on a shelf at a Talon Company camp east of the Capitol Building.
One in Old Olney underground, on a shelf.
One in Old Olney underground, behind some sandbags. Also an armed mine present.
Three in Old Olney underground's medical room.
Four in a bin in the Satellite control tower.
Two on a table at the utility entrance.
Six in the weapons lab.
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]
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- Armed
- à mains nues

