Difference between revisions of "Grenade Launcher"

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(Undo edit by Reater (Talk) (3726497) This is a very small visual bug that is hardly visible on stock, and likely not even a bug, just a quirk.)
(Tag: Undo)
 
(391 intermediate revisions by more than 100 users not shown)
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{{Targeted}}
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{{Item infobox
{{Weapon infobox
+
| type          = weapon
| weapon-image = Grenade_IMG.png
+
| image         = Grenade_IMG.png
| weapon-slot = [[Primary]]<br />[[Secondary]] ([[Crafting]])
+
| 3d-image-1    = Grenade Launcher
| used-by     = [[Demoman]]
+
| 3d-image-2    = Grenade
| availability = Stock
+
| 3d-image-4    = Grenade Launcher Festive
| ammo-loaded = 4 (6 in console versions)
+
| 3d-image-6    = Grenade Launcher Festivized
| ammo-carried = 16 (30 in console versions)
+
| 3d-image-8    = Grenade Launcher Australium
| reload       = Single
+
| 3d-image-9    = Grenade Launcher Australium Festivized RED
| display-loadout-stats = yes
+
| 3d-image-10    = Grenade Launcher Australium Festivized BLU
   | quality = normal
+
| 3d-button-1    = default
   | level-and-type = Level 1 Grenade Launcher
+
| 3d-button-2    = colored_pair
 +
| 3d-button-4    = colored_pair
 +
| 3d-button-6    = colored_pair
 +
| 3d-button-8    = australium
 +
| 3d-button-9    = australium_half
 +
| 3d-button-10  = australium_half
 +
| 3d-viewname-1  = Default
 +
| 3d-viewname-2  = Projectile
 +
| 3d-viewname-4  = Festive
 +
| 3d-viewname-6  = Festivized
 +
| 3d-viewname-8  = Australium
 +
| 3d-viewname-9 = Australium Festivized<br>(RED)
 +
| 3d-viewname-10 = Australium Festivized<br>(BLU)
 +
| used-by       = {{used by|Demoman}}
 +
| slot          = primary
 +
| weapon-script  = tf_weapon_grenadelauncher
 +
| availability   = {{avail|stock|crate19-strange|crate52-festive|crate77-strange|case99|case100|australium|contract|warpaint}}
 +
| marketable    = yes
 +
| numbered      = no
 +
| ammo-loaded   = 4 <small> / {{tooltip|6|On PS3 version}}</small>
 +
| ammo-carried   = 16 <small> / {{tooltip|30|On PS3/X360 versions}}</small>
 +
| reload         = Single
 +
| loadout       = yes
 +
   | quality     = normal
 +
   | item-kind    = {{item kind|Grenade Launcher}}
 +
  | item-level  = 1
 
}}
 
}}
{{Quotation|'''The Demoman''' on problem solving.|'''KA-BOOM!'''|sound=Demoman_specialcompleted11.wav}}
 
  
The '''Grenade Launcher''' is a [[Primary]] weapon for the [[Demoman]]. It appears as a 6-slot Grenade Launcher with adjustable weapon sights and wooden stock and barrel holder.
+
{{Other uses|this=the Demoman's stock primary weapon|for=other grenade launchers|Grenade launcher (disambiguation)}}
  
Grenades launched by the weapon are [[projectiles]] and will arc significantly after being fired. The distance a round will travel therefore depends on the angle at which it was fired. When shooting long distances, though, it is often better to jump and fire than change the angle of fire much past 45 degrees. Grenades travel approximately 1065 [[Hammer unit]]s per second, around 45 miles per hour. The grenades will bounce on any surface, albeit very inelastically, and will only detonate on contact with enemies before the first bounce. Grenades will launch slightly to the right of the cross-hair, requiring players leading to the left to compensate; this is important especially when in close range with faster classes such as [[Scout]]s.  
+
{{Quotation|'''The Demoman'''|'''KA-BOOM!'''|sound=Demoman specialcompleted11.wav}}
  
Grenades are timed and will detonate after 2.3 seconds, assuming they do not detonate on impact with an enemy. Direct hits with grenades have very little splash range, and will only damage the Demoman if the enemy is face to face with him. On the other hand, grenades that detonate after the first bounce have more splash range, but do a lot less damage. Grenades have the advantage of never suffering from falloff damage; direct hits at long range will still do full damage.  There is a blast radius falloff, however, as the greater the distance from the epicenter of the blast, the less damage will be done, even for [[Critical hits]].  
+
The '''Grenade Launcher''' is the default [[Weapons#demomanprimary|primary weapon]] for the {{cl|Demoman}}. It is a stylized revolving, break-action {{botignore|grenade launcher}} with adjustable sights and a wooden stock and foregrip.  
  
Grenades can be used for a makeshift [[Jumping#Grenade Jumps|explosive jump]], yet this is a lot harder to accomplish than [[Jumping#Sticky jumps|sticky jumping]]. The explosion will not launch the Demoman far, but will deliver little damage and is practical for smaller heights and distances. Employing grenade jumps can be a viable tactic for Demoman who wish to preserve their [[stickybombs]], or have the [[Chargin' Targe]] equipped.  
+
The Grenade Launcher fires grenade [[projectiles]] (called '''Grenades''', also commonly known as '''Pills''' and '''Pipes''') with a team-colored [[Self-illumination|glow]] that travel at approximately 1216 [[Hammer unit]]s per second. Grenades bounce off of surfaces and are subject to gravity. They can be bounced around corners or rolled down slopes to attack enemies without needing line of sight.
  
==Damage==
+
The Grenade Launcher's projectiles [[Projectiles#Explosions|detonate]] either on direct contact with enemies or enemy [[buildings]], or when their fuse expires after approximately 2.3 seconds. However, after hitting any surface, grenades no longer explode on contact with enemies or buildings. Unlike most projectiles, grenades are not affected by damage falloff; as such, direct hits always deal 100 damage to their target at any range.
{{See also|Damage}}
 
*Base: 120
 
* Direct Hit:
 
** Any range: 81-111
 
*** [[Critical hit]]: 280-300
 
** Self damage: 42-73 damage (only from point blank range)
 
*** Critical hit: Deals same amount of self damage as a regular grenade (42-73)
 
  
* After Grenade Bounces:
+
Grenades can also be used for a makeshift [[Jumping#Grenade jump|explosive jump]], similarly to the [[Soldier]]'s [[Rocket Launcher]], albeit with less control due to grenades not exploding instantly on impact with floors or walls.
** Any range: 22-64
 
*** [[Critical hit]]: 190 (Splash at 3&nbsp;ft/1m: 100 Crit)
 
** Self damage: 25-64 (depending on how far you are from the explosion)
 
*** Critical hit: Deals same amount of self damage as a regular grenade (25-64)
 
  
''Note:'' Explosive damage varies depending on how it hits a player, the larger the classes hit box and the closer you are to the explosion the more damage you will take, the further away from the explosion the less damage you can take. 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 and thus do the most damage. Damages are approximate and determined by community testing.
+
== Damage and function times ==
 +
{{Damage table
 +
| type              = [[Projectiles|Projectile]]
 +
| damagetype        = {{common string|Explosive}}
 +
| rangetype        = {{common string|Ranged}}
  
==Function times==
+
| damage            = yes
* Attack Interval: 0.6
+
base             = 100<br/>{{Tooltip|60|Damage from a grenade exploding after the first bounce}}
* Reload Base: 1.24
+
|  minicrit        = 135<br/>{{Tooltip|81|Damage from a grenade exploding after the first bounce}}
* Additional Reload: 0.6
+
|  crit            = 300<br/>{{Tooltip|180|Damage from a grenade exploding after the first bounce}}
* Explosion Wait: 2.28
+
|  splash damage    = yes
Reload base is the time it takes to reload the first ammo. Additional reload is the time it takes to reload each ammo after the first. Explosion wait is how long it takes for a fired grenade to explode when it doesn't have a collision explosion. All times are in seconds. Times are approximate and determined by community testing.
+
|  splash min %    = 50
 +
|  splash radius    = {{Tooltip|2.8m|9.1 ft, 146 Hammer units}}
 +
|  splash reduction = 1% / {{Tooltip|2.88|Hammer units}}
 +
|  selfdamage      = 38-73
  
==Related Achievements==
+
| function times    = yes
 +
|  attack interval  = 0.6 s
 +
|  reload first    = 1.24 s
 +
|  reload more      = 0.6 s
 +
}}
 +
 
 +
{{Weapon Demonstration}}
 +
 
 +
== {{common string|Strange variant}} ==
 +
{{Strange item info
 +
| item-type = {{item name|Grenade Launcher}}
 +
| rankson = kills
 +
| festive = yes
 +
| australium = yes
 +
| can deal gib damage = yes
 +
| can deal posthumous damage = yes
 +
| can be equipped by soldier or demo = yes
 +
| can deal long range damage = yes
 +
}}
 +
 
 +
== Related achievements ==
 +
=== {{class link|Demoman}} ===
 
{{Achievement table
 
{{Achievement table
 
| 1 = {{Show achievement|Demoman|Blind Fire}}
 
| 1 = {{Show achievement|Demoman|Blind Fire}}
       {{Show achievement|Demoman|Glasg0wned}}
+
       {{Show achievement|Demoman|Bloody Merry}}
| 2 = {{Show achievement|Demoman|Bloody Merry}}
+
| 2 = {{Show achievement|Demoman|Glasg0wned}}
 
       {{Show achievement|Demoman|Laddy Macdeth}}
 
       {{Show achievement|Demoman|Laddy Macdeth}}
 
}}
 
}}
  
==Previous Changes==
 
'''[[September 28, 2007 Patch]]'''
 
* Demoman grenades (not stickybombs) no longer explode on contact after the first bounce.
 
'''[[October 09, 2007 Patch]]'''
 
* Demomen grenades now collide with players and Engineer buildings after the first bounce, but still won't explode on contact.
 
'''[[February 28, 2008 Patch]]'''
 
* Reduced Demoman's maximum stickybomb reserve ammo from 30 to 16
 
* Reduced Demoman's maximum Grenade Launcher reserve ammo from 40 to 24
 
  
==Trivia==
+
=== {{Class link|Sniper}} ===
*Despite being a primary weapon, the Grenade Launcher is second in the loadout menu, and is treated as a [[secondary]] weapon when crafting.  
+
{{Achievement table
*Sharp-eyed players can tell when a grenade is about to explode: each second after a grenade is fired, a team colored ring appears around it. When there are 3 rings, it is about to explode (after around 4 seconds).
+
| 1 = {{Show achievement|Sniper|Eagle Eye}}
*The Demoman reloads the Grenade Launcher by placing multiple grenades into a single slot. This is most likely an animation oversight.
+
| 2 = {{Show achievement|Sniper|Jumper Stumper}}
*Even if the player is on the BLU team, reloading with the Grenade Launcher will still show red sleeves.
+
}}
*The Grenade Launcher is based off of the real life [[wikipedia:M79_grenade_launcher|M79 Grenade Launcher]] except that it's been modified to fire multiple grenades without having to reload between each shot, similar to a [[wikipedia:Milkor_MGL|M32 Multiple Grenade Launcher]].
+
 
*When the [[Demoman]] reloads the Grenade Launcher, he loads unactivated yellow grenades, similar to the ones he carries on his vest.
+
== Update history ==
 +
{{Update history|
 +
'''{{tooltip|Pre-release Beta|Exact date unknown}}'''
 +
* Reduced Grenade Launcher loaded ammo from 6 to 4.
 +
 
 +
'''{{Patch name|9|28|2007}}'''
 +
* Demoman grenades no longer explode on contact after the first bounce.
 +
 
 +
'''{{Patch name|10|9|2007}}'''
 +
* Grenades now collide with players and {{cl|Engineer}} buildings after the first bounce, but still won't explode on contact.
 +
 
 +
'''{{Patch name|10|25|2007}}'''
 +
* Fixed some edge cases where grenades could go through players or [[buildings]].
 +
* Fixed grenade explosions being able to impart damage through thin ceilings.
 +
 
 +
'''{{Patch name|2|28|2008}}'''
 +
* Reduced Demoman's maximum Grenade Launcher reserve ammo from 30 to 16.
 +
 
 +
'''{{Patch name|3|1|2008|xbox}}'''
 +
* Fixed grenades going through players or buildings.
 +
 
 +
'''{{Patch name|3|6|2008}}'''
 +
* Fixed Demoman grenades not hurting the shooter if fired at point blank range against a target.
 +
* Fixed critical modifier for explosive weapons (rockets, pipe bombs) increasing critical chance more than intended.
 +
 
 +
'''{{Patch name|4|29|2008}}''' ({{update link|Gold Rush Update}})
 +
* Increased force taken by pipebombs by bullets and explosions.
 +
 
 +
'''{{Patch name|7|1|2008}}'''
 +
* Fixed bug that caused Demomen to take a small amount of extra damage from their own grenades and fly farther using them.
 +
 
 +
'''{{Patch name|2|23|2010}}'''
 +
* Fixed pipebombs not being removed if they explode in a func_nogrenades zone.
 +
 
 +
'''{{Patch name|2|24|2010}}'''
 +
* Fixed pipebombs not colliding correctly with players.
 +
 
 +
'''{{Patch name|10|28|2010}}'''
 +
* Fixed a bug with grenades sometimes exploding on friendly players.
 +
 
 +
'''{{Patch name|12|17|2010}}''' ({{update link|Australian Christmas}})
 +
* Updated the model to use c_models.
 +
 
 +
'''{{Patch name|1|19|2011}}'''
 +
* Updated model with optimizations and [[Level of detail|LODs]].
 +
* {{Undocumented}} Fixed world reload animation for the Grenade Launcher not showing the Demoman holding grenades when he reloads.
 +
 
 +
'''{{Patch name|2|14|2011}}'''
 +
* {{Undocumented}} Grenade Launchers using [[Name Tag|Name]] or [[Description Tag]]s now properly use the c_model equivalent.
 +
 
 +
'''{{Patch name|4|14|2011}}''' ({{update link|Hatless Update}})
 +
* {{Undocumented}} Added phong shading to Grenade Launcher grenades.
 +
 
 +
'''{{Patch name|6|23|2011}}''' ({{update link|Über Update}})
 +
* {{Undocumented}} Added [[Strange]] quality.
 +
 
 +
'''{{Patch name|7|22|2011}}'''
 +
* Updated the gamehaptics file.
 +
** Refined the Demoman's Pipe Bomb Launcher reload forces.
 +
 
 +
'''{{Patch name|4|27|2012}}'''
 +
* {{Undocumented}} [[Stickybomb Launcher|Stickybombs]] and grenades now have a team-colored aura when fired and a rapidly flashing [[Critical hits|critical]] particle effect.
 +
 
 +
'''{{Patch name|5|3|2012}}'''
 +
* Fixed a rendering error affecting sticky bomb particle effects
 +
:<small>Note: This fix also affected grenades</small>.
 +
 
 +
'''{{Patch name|12|20|2012}}''' ({{update link|Mecha Update}})
 +
* Added [[Festive weapons|Festive]] variant.
 +
 
 +
'''{{Patch name|3|19|2013}}'''
 +
* The Festive variant can now accept Critical Kills strange parts.
 +
 
 +
'''{{Patch name|11|21|2013}}''' ({{update link|Two Cities Update}})
 +
* {{Undocumented}} Added [[Australium weapons|Australium]] variant.
 +
 
 +
'''{{Patch name|12|22|2014}}''' ({{update link|Smissmas 2014}})
 +
* {{botignore|Direct hit}} grenades now deal full damage to target regardless of where it struck the enemy. Previously full damage would only occur when grenades exploded closer to the targets feet.
 +
* Damage variance on grenades reduced from ±10% damage to ±2%.
 +
* Grenades now have the same base blast radius as rockets. Changed from 159Hu to 146Hu.
 +
 
 +
'''{{Patch name|1|7|2015}}'''
 +
* Fixed grenades not dealing consistent damage against buildings and [[Mann vs. Machine]] tanks.
 +
 
 +
'''{{Patch name|8|18|2015}}'''
 +
* Updated the Australium Grenade Launcher to fix the wood material being shiny.
 +
 
 +
'''{{Patch name|2|2|2016}}'''
 +
* {{Undocumented}} Fixed missing LODs on the Grenade Launcher.
 +
}}
 +
 
 +
== Unused content ==
 +
* Like with [[Stickybomb Launcher|stickybombs]], the grenades for the Grenade Launcher have an unused [[vdc:normal map|normal map]].
 +
* The Grenade Launcher was initially going to feature two firing "modes" to choose from; firing regular grenades or remotely detonated grenades. Evidence of these modes can be found in engine code.
 +
 
 +
== Trivia ==
 +
* During development, the likeness of the Grenade Launcher was used for a reincarnation of the [[Pipebomb Launcher]], as seen in [[Trailer 2]].
 +
* There are 6 Grenade Launcher projectiles that can be seen on the 2nd shelf at the [[Mann vs. Machine]] [[Upgrade Station]].
 +
** However, none of them have a team-colored self-illumination and one of them is tipped over.
  
 
== Gallery ==
 
== Gallery ==
 
<gallery>
 
<gallery>
File:Grenade Launcher 1st person cropped.png|1st person view.
+
File:Grenade Launcher 1st person.png|First-person view.
File:Grenade Launcher 1st person.png|Full 1st person view.
+
File:Festive Grenade Launcher 1st person red.png|[[RED]] [[Festive weapons|Festive variant]].
File:Grenade_proj_red.png|RED projectile
+
File:Festive Grenade Launcher 1st person blu.png|[[BLU]] Festive variant.
File:Grenade_proj_blu.png|BLU projectile
+
File:Australium grenadelauncher.png|[[Australium weapons|Australium variant]].
 +
File:Grenade Launcher First Person Festivized RED.png|RED [[Festivizer|Festivized]] variant.
 +
File:Grenade Launcher First Person Festivized BLU.png|BLU Festivized variant.
 +
File:Grenade Launcher First Person Festivized Australium RED.png|RED Festivized Australium variant.
 +
File:Grenade Launcher First Person Festivized Australium BLU.png|BLU Festivized Australium variant.
 +
File:Grenade proj red.png|RED projectile.
 +
File:Grenade proj blu.png|BLU projectile.
 +
File:Grenade launcher concept.jpg|Grenade Launcher concept art.
 +
File:Standard icon Grenade Launcher.png|icon from the TF2 DIY kit.
 
</gallery>
 
</gallery>
  
 
== See also ==
 
== See also ==
*[[Demoman strategy#Grenade Launcher|Grenade Launcher strategy]]
+
* [[Basic Demoman strategy#Grenade Launcher + reskins|Grenade Launcher strategy]]
 +
* [[Festive weapons]]
 +
* [[Australium weapons]]
  
==Extenal Links==
+
{{Standard Weapons Nav}}
*[http://teamfortress.wikia.com/wiki/Grenade_Launcher Grenade Launcher at the Team Fortress Wiki]
+
{{Allweapons Nav}}
 +
{{Demoman Nav}}
  
 
+
[[Category:Self-illuminated]]
{{Allweapons Nav}}<br/>
+
[[Category:Weapons using the CommunityWeapon material proxy]]
{{Demoman Nav}}
 
[[Category:Secondary weapons]]
 

Latest revision as of 19:56, 21 June 2024

This article is about the Demoman's stock primary weapon. For other grenade launchers, see Grenade launcher (disambiguation).
KA-BOOM!
The Demoman

The Grenade Launcher is the default primary weapon for the Demoman. It is a stylized revolving, break-action grenade launcher with adjustable sights and a wooden stock and foregrip.

The Grenade Launcher fires grenade projectiles (called Grenades, also commonly known as Pills and Pipes) with a team-colored glow that travel at approximately 1216 Hammer units per second. Grenades bounce off of surfaces and are subject to gravity. They can be bounced around corners or rolled down slopes to attack enemies without needing line of sight.

The Grenade Launcher's projectiles detonate either on direct contact with enemies or enemy buildings, or when their fuse expires after approximately 2.3 seconds. However, after hitting any surface, grenades no longer explode on contact with enemies or buildings. Unlike most projectiles, grenades are not affected by damage falloff; as such, direct hits always deal 100 damage to their target at any range.

Grenades can also be used for a makeshift explosive jump, similarly to the Soldier's Rocket Launcher, albeit with less control due to grenades not exploding instantly on impact with floors or walls.

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% 100
60
Critical 300
180
Mini-crit 135
81
Splash damage
Minimum splash 50% 2.8m
Damage reduction 1% / 2.88
Self-damage 38-73
Function times
Attack interval 0.6 s
Reload (first) 1.24 s
Reload (consecutive) 0.6 s
Values are approximate and determined by community testing.

Demonstration

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.
Glasg0wned
Glasg0wned
Kill 25 Scouts and Pyros with the Grenade Launcher.


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

Pre-release Beta
  • Reduced Grenade Launcher loaded ammo from 6 to 4.

September 28, 2007 Patch

  • Demoman grenades no longer explode on contact after the first bounce.

October 9, 2007 Patch

  • Grenades now collide with players and Engineer buildings after the first bounce, but still won't explode on contact.

October 25, 2007 Patch

  • Fixed some edge cases where grenades could go through players or buildings.
  • Fixed grenade explosions being able to impart damage through thin ceilings.

February 28, 2008 Patch

  • Reduced Demoman's maximum Grenade Launcher reserve ammo from 30 to 16.

March 1, 2008 Patch (Xbox)

  • Fixed grenades going through players or buildings.

March 6, 2008 Patch

  • Fixed Demoman grenades not hurting the shooter if fired at point blank range against a target.
  • Fixed critical modifier for explosive weapons (rockets, pipe bombs) increasing critical chance more than intended.

April 29, 2008 Patch (Gold Rush Update)

  • Increased force taken by pipebombs by bullets and explosions.

July 1, 2008 Patch

  • Fixed bug that caused Demomen to take a small amount of extra damage from their own grenades and fly farther using them.

February 23, 2010 Patch

  • Fixed pipebombs not being removed if they explode in a func_nogrenades zone.

February 24, 2010 Patch

  • Fixed pipebombs not colliding correctly with players.

October 28, 2010 Patch

  • Fixed a bug with grenades sometimes exploding on friendly players.

December 17, 2010 Patch (Australian Christmas)

  • Updated the model to use c_models.

January 19, 2011 Patch

  • Updated model with optimizations and LODs.
  • [Undocumented] Fixed world reload animation for the Grenade Launcher not showing the Demoman holding grenades when he reloads.

February 14, 2011 Patch

  • [Undocumented] Grenade Launchers using Name or Description Tags now properly use the c_model equivalent.

April 14, 2011 Patch (Hatless Update)

  • [Undocumented] Added phong shading to Grenade Launcher grenades.

June 23, 2011 Patch (Über Update)

  • [Undocumented] Added Strange quality.

July 22, 2011 Patch

  • Updated the gamehaptics file.
    • Refined the Demoman's Pipe Bomb Launcher reload forces.

April 27, 2012 Patch

  • [Undocumented] Stickybombs and grenades now have a team-colored aura when fired and a rapidly flashing critical particle effect.

May 3, 2012 Patch

  • Fixed a rendering error affecting sticky bomb particle effects
Note: This fix also affected grenades.

December 20, 2012 Patch (Mecha Update)

March 19, 2013 Patch

  • The Festive variant can now accept Critical Kills strange parts.

November 21, 2013 Patch (Two Cities Update)

December 22, 2014 Patch (Smissmas 2014)

  • Direct hit grenades now deal full damage to target regardless of where it struck the enemy. Previously full damage would only occur when grenades exploded closer to the targets feet.
  • Damage variance on grenades reduced from ±10% damage to ±2%.
  • Grenades now have the same base blast radius as rockets. Changed from 159Hu to 146Hu.

January 7, 2015 Patch

  • Fixed grenades not dealing consistent damage against buildings and Mann vs. Machine tanks.

August 18, 2015 Patch

  • Updated the Australium Grenade Launcher to fix the wood material being shiny.

February 2, 2016 Patch

  • [Undocumented] Fixed missing LODs on the Grenade Launcher.

Unused content

  • Like with stickybombs, the grenades for the Grenade Launcher have an unused normal map.
  • The Grenade Launcher was initially going to feature two firing "modes" to choose from; firing regular grenades or remotely detonated grenades. Evidence of these modes can be found in engine code.

Trivia

  • During development, the likeness of the Grenade Launcher was used for a reincarnation of the Pipebomb Launcher, as seen in Trailer 2.
  • There are 6 Grenade Launcher projectiles that can be seen on the 2nd shelf at the Mann vs. Machine Upgrade Station.
    • However, none of them have a team-colored self-illumination and one of them is tipped over.

Gallery

See also