This portable tripwire mine releases firecrackers and a small flare, alerting others to its location. Comes in a pack of four.
An alert trip mine is an advanced device with a specific tactical application. While a non-fatal tool in function, the device is particularly suited to defensive tactics, constructed from two stakes with a taut wire strung between them. Each stake houses an additional firecracker and flare, which produce bright lights and loud sounds. Once the tripwire is snagged, they are ignited, surprising the unfortunate victim, and revealing their location to all in the surrounding area. When the flare drops back down to the ground, it illuminates the trip mine's site for a short time, making it particularly dangerous to remain in the area once one has been set off. This device was often homemade or improvised, being constructed out of common materials. Schematics for particular popular designs can be found, which are especially reliable.
Statistics for Alert Trip Mines in Hunt: Showdown
Heavy Melee Damage
1 challenge from "Book of Weapons" after Rank 32
Work with Traits
Heavy Melee Damage. True damage value of a charged heavy melee attack that hits a Hunter in the Upper-Torso. Melee Damage. True damage value of a regular melee attack that hits a Hunter in the Upper-Torso. Damage.True damage value of a shot that hits a Hunter in the Upper-Torso at 10 meters. Handling. Unit: %. An abstract rating of effectiveness taking into account; weapon sway, recoil and bullet spread.
For melee weapons, this takes in account stamina consumption, reach and angle of the swing arc instead. The higher the percentage the better the weapon handles. Effective Range. Unit: m (meters). For firearms: The range (in meters) that weapons will kill a Hunter in one hit – usually a headshot.
Some very powerful weapons will also kill with one hit to the Torso. For throwables: The range that this item can be thrown. Reload Speed. Unit: s (seconds). The time (in seconds) it takes to fully reload the weapon when empty, disregarding any special behaviors such as clip reloading. Rate of Fire. Units: rpm (rounds per minute). How many shots can be fired per minute, taking into account shot preparation without any other delay
in-between (such as reloading). Muzzle Velocity. Unit: m/s (meters per second). The velocity (meters per second) which the fired bullet will travel at. Heavier projectiles
(such as crossbow bolts) also travel in a ballistic arc. Damage per Tick. Damage while affected. Effect Duration. Units: s (seconds). The time the effect lasts in seconds. Effect Radius. Units: m (meters). Effect radius in meters.