Difference between revisions of "Loose Cannon"

From Team Fortress Wiki
Jump to: navigation, search
m
m (Auto: (Content filters applied to links), templateParamFilter (Requested on User:WindBOT/PageRequests))
 
(233 intermediate revisions by more than 100 users not shown)
Line 1: Line 1:
{{ra}}
 
 
{{Item infobox
 
{{Item infobox
| type             = weapon
+
| type               = weapon
| image           = Loose Cannon.png
+
| image             = Loose Cannon.png
| kill-icon-1      = loose cannon
+
| 3d-image-1        = Loose Cannon
| kill-icon-2      = loose cannon bombhead
+
| 3d-image-2        = Loose Cannon Projectile
| kill-icon-3      = loose cannon bombs
+
| 3d-image-4        = Loose Cannon Festivized
| used-by         = [[Demoman]]
+
| 3d-button-1        = default
| slot             = primary
+
| 3d-button-2        = colored_pair
| released         = [[Mecha Update]]
+
| 3d-button-4        = colored_pair
| availability     = {{avail|Drop|Craft|Purchase}}
+
| 3d-viewname-1      = Default
| numbered         = no
+
| 3d-viewname-2      = Projectile
| ammo-loaded     = 4
+
| 3d-viewname-4      = Festivized
| ammo-carried     = 16
+
| kill-icon-1        = loose cannon
| reload           = Single
+
| kill-icon-2        = loose cannon pushed
| loadout         = yes
+
| used-by           = {{used by|Demoman}}
   | level         = Level 10 Grenade Launcher
+
| slot               = primary
   | att-1-neutral = Cannonballs have a fuse time of 2 seconds; fuses can be primed to explode earlier by holding down the fire key.
+
| weapon-script      = tf_weapon_cannon
   | att-2-positive = Cannonballs push players back on impact
+
| contributed-by    = {{Backpack Item Link|76561198013299571|1330399255}}
   | att-3-negative = Cannonballs do not explode on impact
+
| released          = {{Patch name|12|20|2012}}
   | att-4-negative = -50% damage on contact with surfaces
+
| released-major    = Mecha Update
 +
| availability       = {{avail|drop|craft|purchase|crate60-strange|collectors|warpaint}}
 +
| marketable        = yes
 +
| numbered           = no
 +
| ammo-loaded       = 4
 +
| ammo-carried       = 16
 +
| reload             = Single
 +
| loadout           = yes
 +
   | item-kind        = {{item kind|Grenade Launcher}}
 +
  | item-level       = 10
 +
  | item-description = {{item description|Loose Cannon}}
 +
   | att-1-neutral   = {{attribute|Grenade_Launcher_Mortar_Mode}}
 +
   | att-2-positive   = {{attribute|ProjectileSpeed_Increased|20}}
 +
   | att-3-positive  = {{attribute|Cannonball_Push_Back}}
 +
   | att-4-negative   = {{attribute|Grenade_Not_Explode_On_Impact}}
 
}}
 
}}
{{Quotation|'''The Demoman''' on old-fashioned bombs|"Ya call those bombs, ya wee little romance novel? I'll show you bombs!"|sound=Demoman_sf12_bombinomicon04.wav}}
 
{{hatnote|This article is about the weapon. For the comic, see [[Loose Canon]]}}
 
  
The '''Loose Cannon''' is a [[Weapons#demomanprimary|primary weapon]] for the [[Demoman]]. It resembles a pirate-style cannon with a sight near the front of the barrel.
+
{{Other uses|this=the weapon|for=the comic|Loose Canon}}
  
The Loose Cannon fires exploding [[Projectiles|cannonballs]] that travel at approximately 1065 Hammer units per second. The cannonballs have a slightly shorter fuse than regular grenades at 2 seconds, but they will not explode on contact with an enemy, instead dealing damage and potent [[knockback]]. Holding fire will prime the cannonball but not shoot it until the button is released, allowing control over the timing of the fuse. As cannonballs cause 50% less damage once they have touched a surface, priming them correctly is key to achieving maximum efficiency. Holding a primed shot for too long will automatically fire the shot, which will immediately explode similar to the [[Beggar's Bazooka]] overloading, and deal damage to the user. Over-shortening the fuse can allow for a strong grenade jump.
+
{{Quotation|'''The Demoman''' on old-fashioned bombs|Ya call those bombs, ya wee little romance novel? I'll show you bombs!|sound=Demoman sf12 bombinomicon04.wav|en-sound=yes|translate=yes}}
  
The Loose Cannon was [http://steamcommunity.com/sharedfiles/filedetails/?id=2864 contributed] to the [[Steam Workshop]] under the same name.
+
The '''Loose Cannon''' is a [[Steam Workshop|community-created]] [[Weapons#demomanprimary|primary weapon]] for the {{cl|Demoman}}. It resembles a pirate-style cannon with a stock and a sight near the front of the barrel.
  
== Damage and function times ==
+
The Loose Cannon fires explosive, [[Self-illumination|glowing]] [[Projectiles|cannonballs]] that travel <!--at approximately ?? [[Hammer unit]]s per second (roughly ?? km/h or ?? mph),-->20% faster than the [[Grenade Launcher]]'s projectiles, however, due to the Loose Cannon shooting a different projectile there is no difference in speed. Cannonballs explode faster than grenades, only having a fuse of 1 second. Unlike other grenades, bombs from this weapon do not explode when hitting players, instead dealing damage and significant [[knockback]] on the target while continuing in the same path, potentially hitting multiple enemies until it explodes due to its fuse or bounces off a surface. On [[Tank Robot]]s, however, the cannonballs work identically to the default launcher's projectiles. The explosion of the bomb works as normal and has the same property as normal grenades where they deal half damage if they hit a surface before exploding. Overall the impact of a bomb deals half of what a normal grenade deals, and the explosion is 40% less damaging than a normal grenade, but shares the same explosion radius.
 +
 
 +
The Demoman can hold down the fire button to start the cannonball's fuse without shooting until the button is released, allowing control over how long it takes to explode once fired. As a reward for doing so perfectly, if a cannonball impacts an enemy and then explodes within half a second, the enemy takes [[Critical hits#Mini-crits|Mini-Crit]] damage from the explosion and ignores explosive damage falloff (meaning the total damage is 131); other enemies hit by the explosion do not receive Mini-Crits, and are damaged as normal. This is known as a "Double-Donk" and produces [[Media:doubledonk.wav|a unique sound]] and "DONK 2x" effect on success. Holding a primed shot for too long automatically fires the shot, which explodes immediately and deals damage to the user. Over-shortening the fuse in this way can allow for a strong grenade jump known as a [[cannon jump]].
 +
 
 +
Both the impact and explosion of a cannonball are considered explosive damage.
 +
 
 +
The Loose Cannon was [https://steamcommunity.com/sharedfiles/filedetails/?id=2864 contributed] to the Steam Workshop.
 +
 
 +
== {{common string|Damage and function times}} ==
 
{{Damage table
 
{{Damage table
| type              = [[Projectile]]
+
| type              = [[Projectiles|Projectile]]
 +
| damagetype        = {{common string|Explosive}}
 +
| rangetype        = {{common string|Ranged}}
 +
 
 
| damage            = yes
 
| damage            = yes
|  base            = {{tooltip|Direct|Damage from a direct hit}}: {{tooltip|50-101|Direct hits do not detonate, but cause knockback damage}} <br/> {{tooltip|Splash|Damage from an air explosion}}: 22-64 <br/>{{tooltip|Bounce|Damage from a cannonball exploding after the first bounce}}: 11-32
+
|  base            = <!--
|  crit            = {{tooltip|Direct|Damage from a direct hit}}: {{tooltip|151-302|Direct hits do not detonate, but cause knockback damage}} <br/> {{tooltip|Splash|Damage from an air explosion}}: 280 <br/> {{tooltip|Bounce|Damage from a cannonball exploding after the first bounce}}: 190
+
--><div style="float:left">{{tooltip|Direct|Damage from a direct hit}}:</div> 50<br/><!--
minicrit         = {{tooltip|Direct|Damage from a direct hit}}: {{tooltip|68-136|Direct hits do not detonate, but cause knockback damage}} <br/> {{tooltip|Splash|Damage from an air explosion}}: 29-86 <br/> {{tooltip|Bounce|Damage from a cannonball exploding after the first bounce}}: 14.5-43
+
--><div style="float:left">{{tooltip|Splash|Damage from an explosion}}:</div> 60
 +
 
 +
|  crit            = <!--
 +
--><div style="float:left">{{tooltip|Direct|Damage from a direct hit}}:</div> 150<br/><!--
 +
--><div style="float:left">{{tooltip|Splash|Damage from an explosion}}:</div> 180
 +
 
 +
|  minicrit        = <!--
 +
--><div style="float:left">{{tooltip|Direct|Damage from a direct hit}}:</div> 68<br/><!--
 +
--><div style="float:left">{{tooltip|Splash|Damage from an explosion}}:</div> 81
 +
 
 +
fall off         = <!--
 +
--><div style="float:left">{{tooltip|Direct|Damage from a direct hit}}:</div> 25<br/><!--
 +
--><div style="float:left">{{tooltip|Splash|Damage from an explosion}}:</div> 30
 +
 
 +
|  fall off %      = {{Tooltip|50|Damage scaling affects critical damage}}
 
|  splash damage    = yes
 
|  splash damage    = yes
 
|  splash min %    = 50
 
|  splash min %    = 50
|  splash radius    = 3 ft
+
|  splash radius    = {{Tooltip|2.8m|9.1 ft, 146 HU}}
|  splash reduction = 1% / {{Tooltip|2.88|Hammer units}}
+
|  splash reduction = {{Tooltip|1%|Double-Donk explosive damage is unaffected}} / {{Tooltip|2.88|Hammer units}}
|  selfdamage      = {{tooltip|Splash|Damage from an air explosion}}: 25-64 <br/> {{tooltip|Bounce|Damage from a cannonball exploding after the first bounce}}: 12.5-32
+
 
 +
|  selfdamage      = <!--
 +
--><div style="float:left">{{tooltip|Splash|Damage from an explosion}}:</div> 38-73<br/><!--
 +
--><div style="float:left">{{tooltip|Overload|Damage from a cannonball primed for too long}}:</div> 64-73
  
| function times   = yes
+
| function times   = yes
|  attack interval = 0.6 s
+
|  attack interval = 0.6 s
|  reload first   = 1.24 s
+
|  reload first     = 1.24 s
|  reload more     = 0.6 s
+
|  reload more     = 0.6 s
|  max charge time = ?
+
|  max charge time = 1 s
 
}}
 
}}
'''Note:''' Explosive damage varies depending on how it hits a player. The larger the classes' hit box and the closer to the explosion, the more damage delivered. The further away from the explosion, the less damage. Explosions do the most damage when they happen at the mid point of a player model. The explosion will cover more of the hit box, thus doing the most possible damage. Distance between the target and user does not affect the Grenade Launcher's damage.
+
'''Note:''' Explosive damage varies depending on how it hits a player. The larger the classes' hit box and the closer to the explosion, the more damage delivered. The further away from the explosion, the less damage. Explosions do the most damage when they happen at the mid point of a player model. The explosion covers more of the hit box, thus doing the most possible damage.
  
<!--
 
 
{{Weapon Demonstration}}
 
{{Weapon Demonstration}}
-->
+
 
==Crafting==
+
== Crafting ==
 
{{See also|Crafting}}
 
{{See also|Crafting}}
  
===Blueprint===
+
=== Blueprint ===
 
 
 
{{Blueprint
 
{{Blueprint
| ingredient-1 = Loch-N-Load
+
| ingredient-1 = Loch-n-Load
 
| ingredient-1-amount = 3
 
| ingredient-1-amount = 3
 
| ingredient-2 = Reclaimed Metal
 
| ingredient-2 = Reclaimed Metal
Line 67: Line 104:
 
}}
 
}}
 
{{Blueprint | autoresult = Demoman Primary}}
 
{{Blueprint | autoresult = Demoman Primary}}
 +
 +
== Strange variant ==
 +
{{Strange item info
 +
| item-type = {{item kind|Grenade Launcher}}
 +
| rankson = kills
 +
| rankson2 = double donks
 +
  | item-description = {{item description|Loose Cannon}}
 +
  | att-1-neutral    = {{attribute|Grenade_Launcher_Mortar_Mode}}
 +
  | att-2-positive  = {{attribute|ProjectileSpeed_Increased|20}}
 +
  | att-3-positive  = {{attribute|Cannonball_Push_Back}}
 +
  | att-4-negative  = {{attribute|Grenade_Not_Explode_On_Impact}}
 +
| can deal damage = yes
 +
| can deal long range damage = yes
 +
| can deal posthumous damage = yes
 +
| can be equipped by soldier or demo = yes
 +
| can deal gib damage = yes
 +
}}
  
 
== Related achievements ==
 
== Related achievements ==
Line 73: Line 127:
 
| 1 = {{Show achievement|Demoman|Blind Fire}}
 
| 1 = {{Show achievement|Demoman|Blind Fire}}
 
       {{Show achievement|Demoman|Bloody Merry}}
 
       {{Show achievement|Demoman|Bloody Merry}}
| 2 = {{Show achievement|Demoman|Glasg0wned}}
+
| 2 = {{Show achievement|Demoman|Laddy Macdeth}}
 
}}
 
}}
=== [[File:Backpack Full Head of Steam.png|45px|link=Foundry_achievements]] [[Foundry achievements]] ===
+
 
 +
 
 +
=== {{Class link|Sniper}} ===
 
{{Achievement table
 
{{Achievement table
| {{Show achievement|Foundry|Terminated, Too}}
+
| 1 = {{Show achievement|Sniper|Eagle Eye}}
}}
+
| 2 = {{Show achievement|Sniper|Jumper Stumper}}
=== [[File:Doomsday_icon.png|20px|link=Astro-chievements]] [[Astro-chievements]] ===
 
{{Achievement table
 
| {{Show achievement|Astro-chievements|Lift offed}}
 
 
}}
 
}}
  
 
== Update history ==
 
== Update history ==
{{Patch name|12|20|2012}} ({{update link|Mecha Update}})
+
{{Update history | '''{{Patch name|12|20|2012}}''' ({{update link|Mecha Update}})
 
* The Loose Cannon was added to the game.
 
* The Loose Cannon was added to the game.
 +
 +
'''{{Patch name|1|24|2013}}'''
 +
* Fixed missing text in the recipe description for The Loose Cannon.
 +
 +
'''{{Patch name|6|11|2013}}'''
 +
* Fixed not hearing the Loose Cannon impact sound when playing on dedicated servers.
 +
 +
'''{{Patch name|7|10|2013}}'''
 +
* Changed attributes:
 +
** Range no longer affects direct cannonball impact damage.
 +
** Reduced charge time to 1 second.
 +
** Added Double-Donk (directly impacting an enemy within half a second before the bomb explosion) sound and particle effects.
 +
** Double-Donk damage now Mini-Crits.
 +
** {{Undocumented}} Removed hidden +50% damage bonus.
 +
 +
'''{{Patch name|7|12|2013}}'''
 +
* Updated the Loose Cannon description to match the updated gameplay.
 +
 +
'''{{Patch name|8|27|2013}}'''
 +
* {{Undocumented}} Added {{item link|Strange}} quality.
 +
 +
'''{{Patch name|11|12|2013}}'''
 +
* {{Undocumented}} Added {{item link|Collector's}} quality.
 +
 +
'''{{Patch name|4|1|2014}}'''
 +
* {{Undocumented}} Fixed Crit boosted glow not showing.
 +
 +
'''{{Patch name|6|19|2014}}'''
 +
* {{Undocumented}} The Loose Cannon's cannon ball explosions now use a deeper sound.
 +
 +
'''{{Patch name|12|22|2014}}''' ({{update link|Smissmas 2014}})
 +
* Double donk explosive damage now deal full radius damage to victims. Previously double donk explosive damage was reduced by radius distance from the explosion.
 +
* Removed a hidden penalty where Cannonballs that touched the world would deal 50% less damage in addition to regular grenade damage reduction on world touch.
 +
* Reduced the amount of self-damage received from the {{item name|Loose Cannon}}.
 +
 +
'''{{Patch name|12|23|2014}}'''
 +
* Fixed a bug related to the {{item name|Loose Cannon}}'s Double Donk damage calculation.
 +
 +
'''{{Patch name|7|2|2015}} #1''' ({{update link|Gun Mettle Update}})
 +
* Updated description to better detail the weapon's features.
 +
 +
'''{{Patch name|12|17|2015}}''' ({{update link|Tough Break Update}})
 +
* Changed attributes:
 +
** Reduced projectile speed increase from 50% to 20% (now a visible attribute).
 +
** Reduced cannon impact damage from 60 to 50. Damage also scales with distance.
 +
** Reduced knockback from cannon hit. Knockback strength is now similar to airblast.
 +
 +
'''{{Patch name|12|18|2015}}'''
 +
* Fixed a bug related to the {{item name|Loose Cannon}} and bots in Mann vs. Machine mode.
 +
 +
'''{{Patch name|12|22|2015}}'''
 +
* Fixed an issue where the {{item name|Loose Cannon}} would sometimes not apply knockback on hit.
 +
 +
'''{{Patch name|10|24|2017}}'''
 +
* Fixed the Loose Cannon not being able to Double Donk.
 +
 +
'''{{Patch name|12|21|2017}}''' ({{update link|Smissmas 2017}})
 +
* Added [[Festivizer|Festivized]] variant.
 +
 +
'''{{Patch name|3|28|2018}} #1'''
 +
* Fixed The Loose Cannon continuing to play the priming sound if the weapon is holstered while priming.
 +
* {{Undocumented}} Updated Loose Cannon's projectile textures.}}
 +
 +
== Bugs ==
 +
* Cannonballs reflected with a [[compression blast]] do not deal [[Critical hit#Mini-crits|Mini-Crit]] damage.
 +
* Since the cannonball impact is considered to be explosive damage, it [[gibs]] players on kill should their health be low enough.
 +
* Rarely, the priming sound and effects still play, even if the Loose Cannon is not being primed.
 +
** This can be fixed by switching to a different weapon, or firing the Loose Cannon again.
 +
* The Loose Cannon uses the same reload animation as the Grenade Launcher, resulting in it reloading downwards instead of in the barrel.
  
 
== Trivia ==
 
== Trivia ==
* A Loose Cannon is a term for a person who has little to no self control.
+
* A "loose cannon" was a cannon on a ship which broke loose from its mounts and thus became a danger to the ship and crew; in modern idiom, it is a person who has little to no self-control.
* The Loose Cannon uses some of the same kill icons as the Bombinomicon wielded by [[Merasmus]].
+
* Despite the cannonballs visually appearing to be much larger than any of Demoman's other grenades, the size of the cannonball's hitbox is the same.
 
 
  
 
== Gallery ==
 
== Gallery ==
Line 97: Line 218:
 
File:Loose Cannon 1st person red.png|[[RED]] first-person view.
 
File:Loose Cannon 1st person red.png|[[RED]] first-person view.
 
File:Loose Cannon 1st person blu.png|[[BLU]] first-person view.
 
File:Loose Cannon 1st person blu.png|[[BLU]] first-person view.
 +
File:Loose Cannon Festivized RED 1st person.png|RED [[Festivizer|Festivized]] variant.
 +
File:Loose Cannon Festivized BLU 1st person.png|BLU Festivized variant.
 +
File:Loose Cannon proj red.png|RED projectile.
 +
File:Loose Cannon proj blu.png|BLU projectile.
 +
File:Loose_Cannon_Double_Donk.png|Double Donk Icon.
 +
File:Steamworkshop tf2 loosecannon thumb.jpg|Steam Workshop thumbnail for the Loose Cannon.
 
</gallery>
 
</gallery>
 
  
 
== See also ==
 
== See also ==
*[[Demoman strategy#Loose Cannon|Loose Cannon strategy]]
+
* [[Basic Demoman strategy#Loose Cannon|Loose Cannon strategy]]
  
{{MechaUpdateNav}}
+
{{Mecha Update Nav}}
 
{{Allweapons Nav}}
 
{{Allweapons Nav}}
 
{{Demoman Nav}}
 
{{Demoman Nav}}
 +
 +
[[Category:Self-illuminated]]

Latest revision as of 22:07, 13 August 2024

This article is about the weapon. For the comic, see Loose Canon.
Ya call those bombs, ya wee little romance novel? I'll show you bombs!
The Demoman on old-fashioned bombs

The Loose Cannon is a community-created primary weapon for the Demoman. It resembles a pirate-style cannon with a stock and a sight near the front of the barrel.

The Loose Cannon fires explosive, glowing cannonballs that travel 20% faster than the Grenade Launcher's projectiles, however, due to the Loose Cannon shooting a different projectile there is no difference in speed. Cannonballs explode faster than grenades, only having a fuse of 1 second. Unlike other grenades, bombs from this weapon do not explode when hitting players, instead dealing damage and significant knockback on the target while continuing in the same path, potentially hitting multiple enemies until it explodes due to its fuse or bounces off a surface. On Tank Robots, however, the cannonballs work identically to the default launcher's projectiles. The explosion of the bomb works as normal and has the same property as normal grenades where they deal half damage if they hit a surface before exploding. Overall the impact of a bomb deals half of what a normal grenade deals, and the explosion is 40% less damaging than a normal grenade, but shares the same explosion radius.

The Demoman can hold down the fire button to start the cannonball's fuse without shooting until the button is released, allowing control over how long it takes to explode once fired. As a reward for doing so perfectly, if a cannonball impacts an enemy and then explodes within half a second, the enemy takes Mini-Crit damage from the explosion and ignores explosive damage falloff (meaning the total damage is 131); other enemies hit by the explosion do not receive Mini-Crits, and are damaged as normal. This is known as a "Double-Donk" and produces a unique sound and "DONK 2x" effect on success. Holding a primed shot for too long automatically fires the shot, which explodes immediately and deals damage to the user. Over-shortening the fuse in this way can allow for a strong grenade jump known as a cannon jump.

Both the impact and explosion of a cannonball are considered explosive damage.

The Loose Cannon was contributed to the Steam Workshop.

Damage and function times

See also: Damage
Damage and function times
Shot type Projectile
Damage type Explosive
Ranged or Melee damage? Ranged
Damage
Base damage 100%
Direct:
50
Splash:
60
Maximum fall-off 50%
Direct:
25
Splash:
30
Critical
Direct:
150
Splash:
180
Mini-crit
Direct:
68
Splash:
81
Splash damage
Minimum splash 50% 2.8m
Damage reduction 1% / 2.88
Self-damage
Splash:
38-73
Overload:
64-73
Function times
Attack interval 0.6 s
Reload (first) 1.24 s
Reload (consecutive) 0.6 s
Maximum charge time 1 s
Values are approximate and determined by community testing.

Note: Explosive damage varies depending on how it hits a player. The larger the classes' hit box and the closer to the explosion, the more damage delivered. The further away from the explosion, the less damage. Explosions do the most damage when they happen at the mid point of a player model. The explosion covers more of the hit box, thus doing the most possible damage.

Demonstration

Crafting

See also: Crafting

Blueprint

Loch-n-Load Reclaimed Metal Loose Cannon
Item icon Loch-n-Load.pngx3 + Item icon Reclaimed Metal.png = Item icon Loose Cannon.png
Class Token - Demoman Slot Token - Primary Scrap Metal Possible Results
Item icon Class Token - Demoman.png + Item icon Slot Token - Primary.png + Item icon Scrap Metal.png =
Item icon Loch-n-Load.png Item icon Ali Baba's Wee Booties.png Item icon Bootlegger.png Item icon Loose Cannon.png
Item icon B.A.S.E. Jumper.png Item icon Iron Bomber.png

Strange variant


Related achievements

Leaderboard class demoman.png Demoman

Blind Fire
Blind Fire
Destroy an Engineer building that you can't see with a direct hit from your Grenade Launcher.


Bloody Merry
Bloody Merry
Provide an enemy player with a freeze cam of your smiling face.
Laddy Macdeth
Laddy Macdeth
Kill 50 enemies with direct hits from the Grenade Launcher.


Leaderboard class sniper.png Sniper

Eagle Eye
Eagle Eye
While using The Classic, kill a rocket/grenade jumping enemy in midair with a full charge, no-scope headshot.
Jumper Stumper
Jumper Stumper
Kill a rocket or grenade-jumping enemy in midair with your Sniper Rifle or the Huntsman.

Update history

December 20, 2012 Patch (Mecha Update)
  • The Loose Cannon was added to the game.

January 24, 2013 Patch

  • Fixed missing text in the recipe description for The Loose Cannon.

June 11, 2013 Patch

  • Fixed not hearing the Loose Cannon impact sound when playing on dedicated servers.

July 10, 2013 Patch

  • Changed attributes:
    • Range no longer affects direct cannonball impact damage.
    • Reduced charge time to 1 second.
    • Added Double-Donk (directly impacting an enemy within half a second before the bomb explosion) sound and particle effects.
    • Double-Donk damage now Mini-Crits.
    • [Undocumented] Removed hidden +50% damage bonus.

July 12, 2013 Patch

  • Updated the Loose Cannon description to match the updated gameplay.

August 27, 2013 Patch

  • [Undocumented] Added Strange quality.

November 12, 2013 Patch

April 1, 2014 Patch

  • [Undocumented] Fixed Crit boosted glow not showing.

June 19, 2014 Patch

  • [Undocumented] The Loose Cannon's cannon ball explosions now use a deeper sound.

December 22, 2014 Patch (Smissmas 2014)

  • Double donk explosive damage now deal full radius damage to victims. Previously double donk explosive damage was reduced by radius distance from the explosion.
  • Removed a hidden penalty where Cannonballs that touched the world would deal 50% less damage in addition to regular grenade damage reduction on world touch.
  • Reduced the amount of self-damage received from the Loose Cannon.

December 23, 2014 Patch

  • Fixed a bug related to the Loose Cannon's Double Donk damage calculation.

July 2, 2015 Patch #1 (Gun Mettle Update)

  • Updated description to better detail the weapon's features.

December 17, 2015 Patch (Tough Break Update)

  • Changed attributes:
    • Reduced projectile speed increase from 50% to 20% (now a visible attribute).
    • Reduced cannon impact damage from 60 to 50. Damage also scales with distance.
    • Reduced knockback from cannon hit. Knockback strength is now similar to airblast.

December 18, 2015 Patch

  • Fixed a bug related to the Loose Cannon and bots in Mann vs. Machine mode.

December 22, 2015 Patch

  • Fixed an issue where the Loose Cannon would sometimes not apply knockback on hit.

October 24, 2017 Patch

  • Fixed the Loose Cannon not being able to Double Donk.

December 21, 2017 Patch (Smissmas 2017)

March 28, 2018 Patch #1

  • Fixed The Loose Cannon continuing to play the priming sound if the weapon is holstered while priming.
  • [Undocumented] Updated Loose Cannon's projectile textures.

Bugs

  • Cannonballs reflected with a compression blast do not deal Mini-Crit damage.
  • Since the cannonball impact is considered to be explosive damage, it gibs players on kill should their health be low enough.
  • Rarely, the priming sound and effects still play, even if the Loose Cannon is not being primed.
    • This can be fixed by switching to a different weapon, or firing the Loose Cannon again.
  • The Loose Cannon uses the same reload animation as the Grenade Launcher, resulting in it reloading downwards instead of in the barrel.

Trivia

  • A "loose cannon" was a cannon on a ship which broke loose from its mounts and thus became a danger to the ship and crew; in modern idiom, it is a person who has little to no self-control.
  • Despite the cannonballs visually appearing to be much larger than any of Demoman's other grenades, the size of the cannonball's hitbox is the same.

Gallery

See also