Difference between revisions of "Loose Cannon"
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| kill-icon-1 = loose cannon | | kill-icon-1 = loose cannon | ||
| kill-icon-2 = loose cannon pushed | | kill-icon-2 = loose cannon pushed | ||
− | | used-by = | + | | used-by = {{used by|Demoman}} |
| slot = primary | | slot = primary | ||
| weapon-script = tf_weapon_cannon | | weapon-script = tf_weapon_cannon | ||
| contributed-by = {{Backpack Item Link|76561198013299571|1330399255}} | | contributed-by = {{Backpack Item Link|76561198013299571|1330399255}} | ||
− | | released = {{Patch name|12|20|2012}} | + | | released = {{Patch name|12|20|2012}} |
− | | availability = {{avail| | + | | released-major = Mecha Update |
+ | | availability = {{avail|drop|craft|purchase|crate60-strange|collectors|warpaint}} | ||
| marketable = yes | | marketable = yes | ||
| numbered = no | | numbered = no | ||
Line 25: | Line 26: | ||
| reload = Single | | reload = Single | ||
| loadout = yes | | loadout = yes | ||
− | | item-kind = Grenade Launcher | + | | item-kind = {{item kind|Grenade Launcher}} |
| item-level = 10 | | item-level = 10 | ||
− | | item-description = | + | | item-description = {{item description|Loose Cannon}} |
− | | att-1-neutral = | + | | att-1-neutral = {{attribute|Grenade_Launcher_Mortar_Mode}} |
− | | att-2-positive = | + | | att-2-positive = {{attribute|ProjectileSpeed_Increased|20}} |
− | | att-3-positive = | + | | att-3-positive = {{attribute|Cannonball_Push_Back}} |
− | | att-4-negative = | + | | att-4-negative = {{attribute|Grenade_Not_Explode_On_Impact}} |
}} | }} | ||
− | |||
− | |||
− | + | {{Other uses|this=the weapon|for=the comic|Loose Canon}} | |
− | The | + | {{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 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 | + | 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. |
+ | |||
+ | 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. | Both the impact and explosion of a cannonball are considered explosive damage. | ||
− | The Loose Cannon was [ | + | The Loose Cannon was [https://steamcommunity.com/sharedfiles/filedetails/?id=2864 contributed] to the Steam Workshop. |
− | == Damage and function times == | + | == {{common string|Damage and function times}} == |
{{Damage table | {{Damage table | ||
− | | type = [[Projectile]] | + | | type = [[Projectiles|Projectile]] |
− | | damagetype = Explosive | + | | damagetype = {{common string|Explosive}} |
− | | rangetype = Ranged | + | | rangetype = {{common string|Ranged}} |
| damage = yes | | damage = yes | ||
− | | base = <div style="float:left">{{tooltip|Direct|Damage from a direct hit}}:</div> 50<br/><div style="float:left">{{tooltip|Splash|Damage from an explosion}}:</div> 60 | + | | base = <!-- |
− | | 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 | + | --><div style="float:left">{{tooltip|Direct|Damage from a direct hit}}:</div> 50<br/><!-- |
− | | 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 | + | --><div style="float:left">{{tooltip|Splash|Damage from an explosion}}:</div> 60 |
− | | 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 | + | |
+ | | 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}} | | fall off % = {{Tooltip|50|Damage scaling affects critical damage}} | ||
| splash damage = yes | | splash damage = yes | ||
Line 62: | Line 77: | ||
| splash radius = {{Tooltip|2.8m|9.1 ft, 146 HU}} | | splash radius = {{Tooltip|2.8m|9.1 ft, 146 HU}} | ||
| splash reduction = {{Tooltip|1%|Double-Donk explosive damage is unaffected}} / {{Tooltip|2.88|Hammer units}} | | splash reduction = {{Tooltip|1%|Double-Donk explosive damage is unaffected}} / {{Tooltip|2.88|Hammer units}} | ||
− | |||
− | | function times | + | | selfdamage = <!-- |
− | | attack interval = 0.6 s | + | --><div style="float:left">{{tooltip|Splash|Damage from an explosion}}:</div> 38-73<br/><!-- |
− | | reload first | + | --><div style="float:left">{{tooltip|Overload|Damage from a cannonball primed for too long}}:</div> 64-73 |
− | | reload more | + | |
− | | max charge time = 1 s | + | | function times = yes |
+ | | attack interval = 0.6 s | ||
+ | | reload first = 1.24 s | ||
+ | | reload more = 0.6 s | ||
+ | | max charge time = 1 s | ||
}} | }} | ||
− | '''Note:''' Explosive damage varies depending on how it hits a player. | + | '''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 | ||
Line 90: | Line 107: | ||
== Strange variant == | == Strange variant == | ||
{{Strange item info | {{Strange item info | ||
− | | item-type = Grenade Launcher | + | | item-type = {{item kind|Grenade Launcher}} |
| rankson = kills | | rankson = kills | ||
| rankson2 = double donks | | rankson2 = double donks | ||
− | | item-description = | + | | item-description = {{item description|Loose Cannon}} |
− | | att-1-neutral = | + | | att-1-neutral = {{attribute|Grenade_Launcher_Mortar_Mode}} |
− | | att-2-positive = | + | | att-2-positive = {{attribute|ProjectileSpeed_Increased|20}} |
− | | att-3-positive = | + | | att-3-positive = {{attribute|Cannonball_Push_Back}} |
− | | att-4-negative = | + | | att-4-negative = {{attribute|Grenade_Not_Explode_On_Impact}} |
| can deal damage = yes | | can deal damage = yes | ||
| can deal long range damage = yes | | can deal long range damage = yes | ||
Line 112: | Line 129: | ||
| 2 = {{Show achievement|Demoman|Laddy Macdeth}} | | 2 = {{Show achievement|Demoman|Laddy Macdeth}} | ||
}} | }} | ||
+ | |||
=== {{Class link|Sniper}} === | === {{Class link|Sniper}} === | ||
Line 120: | Line 138: | ||
== Update history == | == Update history == | ||
− | {{Update history|'''{{Patch name|12|20|2012}}''' ( | + | {{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. | ||
Line 134: | Line 152: | ||
** Reduced charge time to 1 second. | ** 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. | ** Added Double-Donk (directly impacting an enemy within half a second before the bomb explosion) sound and particle effects. | ||
− | ** Double-Donk damage now | + | ** Double-Donk damage now Mini-Crits. |
** {{Undocumented}} Removed hidden +50% damage bonus. | ** {{Undocumented}} Removed hidden +50% damage bonus. | ||
Line 141: | Line 159: | ||
'''{{Patch name|8|27|2013}}''' | '''{{Patch name|8|27|2013}}''' | ||
− | * {{Undocumented}} Added | + | * {{Undocumented}} Added {{item link|Strange}} quality. |
'''{{Patch name|11|12|2013}}''' | '''{{Patch name|11|12|2013}}''' | ||
− | * {{Undocumented}} Added | + | * {{Undocumented}} Added {{item link|Collector's}} quality. |
'''{{Patch name|4|1|2014}}''' | '''{{Patch name|4|1|2014}}''' | ||
− | * {{Undocumented}} Fixed | + | * {{Undocumented}} Fixed Crit boosted glow not showing. |
'''{{Patch name|6|19|2014}}''' | '''{{Patch name|6|19|2014}}''' | ||
* {{Undocumented}} The Loose Cannon's cannon ball explosions now use a deeper sound. | * {{Undocumented}} The Loose Cannon's cannon ball explosions now use a deeper sound. | ||
− | '''{{Patch name|12|22|2014}}''' ( | + | '''{{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. | * 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. | * 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. | + | * Reduced the amount of self-damage received from the {{item name|Loose Cannon}}. |
'''{{Patch name|12|23|2014}}''' | '''{{Patch name|12|23|2014}}''' | ||
− | * Fixed a bug related to the Loose Cannon's Double Donk damage calculation. | + | * Fixed a bug related to the {{item name|Loose Cannon}}'s Double Donk damage calculation. |
− | '''{{Patch name|7|2|2015}} #1''' ( | + | '''{{Patch name|7|2|2015}} #1''' ({{update link|Gun Mettle Update}}) |
* Updated description to better detail the weapon's features. | * Updated description to better detail the weapon's features. | ||
− | '''{{Patch name|12|17|2015}}''' ( | + | '''{{Patch name|12|17|2015}}''' ({{update link|Tough Break Update}}) |
* Changed attributes: | * Changed attributes: | ||
** Reduced projectile speed increase from 50% to 20% (now a visible attribute). | ** Reduced projectile speed increase from 50% to 20% (now a visible attribute). | ||
Line 170: | Line 188: | ||
'''{{Patch name|12|18|2015}}''' | '''{{Patch name|12|18|2015}}''' | ||
− | * Fixed a bug related to the Loose Cannon and bots in Mann vs. Machine mode. | + | * Fixed a bug related to the {{item name|Loose Cannon}} and bots in Mann vs. Machine mode. |
'''{{Patch name|12|22|2015}}''' | '''{{Patch name|12|22|2015}}''' | ||
− | * Fixed an issue where the Loose Cannon would sometimes not apply knockback on hit. | + | * Fixed an issue where the {{item name|Loose Cannon}} would sometimes not apply knockback on hit. |
'''{{Patch name|10|24|2017}}''' | '''{{Patch name|10|24|2017}}''' | ||
* Fixed the Loose Cannon not being able to Double Donk. | * Fixed the Loose Cannon not being able to Double Donk. | ||
− | '''{{Patch name|12|21|2017}}''' ( | + | '''{{Patch name|12|21|2017}}''' ({{update link|Smissmas 2017}}) |
* Added [[Festivizer|Festivized]] variant. | * Added [[Festivizer|Festivized]] variant. | ||
'''{{Patch name|3|28|2018}} #1''' | '''{{Patch name|3|28|2018}} #1''' | ||
* Fixed The Loose Cannon continuing to play the priming sound if the weapon is holstered while priming. | * 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 == | == Bugs == | ||
− | * Cannonballs reflected with a [[compression blast]] do not deal [[Critical hit#Mini-crits| | + | * 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 | + | * 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 | + | * 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. | ** 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. | + | * 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" 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. | * 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 | + | * 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 209: | Line 227: | ||
== See also == | == See also == | ||
− | *[[Basic Demoman strategy#Loose Cannon|Loose Cannon strategy]] | + | * [[Basic Demoman strategy#Loose Cannon|Loose Cannon strategy]] |
− | + | {{Mecha Update Nav}} | |
− | {{ | ||
{{Allweapons Nav}} | {{Allweapons Nav}} | ||
{{Demoman Nav}} | {{Demoman Nav}} | ||
+ | |||
[[Category:Self-illuminated]] | [[Category:Self-illuminated]] |
Latest revision as of 22:07, 13 August 2024
“ | Ya call those bombs, ya wee little romance novel? I'll show you bombs!
Click to listen (in English)
— 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.
Contents
[hide]Damage and function times
[collapse]Damage and function times | ||
---|---|---|
Shot type | Projectile | |
Damage type | Explosive | |
Ranged or Melee damage? | Ranged | |
Damage | ||
Base damage | 100% | Direct: 50Splash: 60
|
Maximum fall-off | 50% | Direct: 25Splash: 30
|
Critical | Direct: 150Splash: 180
| |
Mini-crit | Direct: 68Splash: 81
| |
Splash damage | ||
Minimum splash | 50% | 2.8m |
Damage reduction | 1% / 2.88 | |
Self-damage | Splash: 38-73Overload: 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
Blueprint
Loch-n-Load | Reclaimed Metal | Loose Cannon | ||
![]() |
+ | ![]() |
= | ![]() |
Class Token - Demoman | Slot Token - Primary | Scrap Metal | Possible Results | |||||||||||||||||||
![]() |
+ | ![]() |
+ | ![]() |
= |
|
Strange variant
[expand]Strange variant information |
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Related achievements
Demoman
|
|
Sniper
|
|
Update history
- The Loose Cannon was added to the game.
- Fixed missing text in the recipe description for The Loose Cannon.
- Fixed not hearing the Loose Cannon impact sound when playing on dedicated servers.
- 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.
- Updated the Loose Cannon description to match the updated gameplay.
- [Undocumented] Added Strange quality.
- [Undocumented] Added Collector's quality.
- [Undocumented] Fixed Crit boosted glow not showing.
- [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.
- 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.
- Fixed a bug related to the Loose Cannon and bots in Mann vs. Machine mode.
- Fixed an issue where the Loose Cannon would sometimes not apply knockback on hit.
- Fixed the Loose Cannon not being able to Double Donk.
December 21, 2017 Patch (Smissmas 2017)
- Added Festivized variant.
- 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
RED first-person view.
BLU first-person view.
RED Festivized variant.
See also
[expand]Weapons |
---|
|