Difference between revisions of "Grenade Launcher"

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m (Filtered Grenade Launcher: [], [u'[]'] (Review RC#320966))
(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)
 
(319 intermediate revisions by more than 100 users not shown)
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{{Item infobox
 
{{Item infobox
| type         = weapon
+
| type           = weapon
| image       = Grenade_IMG.png
+
| image         = Grenade_IMG.png
| used-by     = [[Demoman]]
+
| 3d-image-1    = Grenade Launcher
| slot         = primary
+
| 3d-image-2    = Grenade
| availability = Stock
+
| 3d-image-4    = Grenade Launcher Festive
| ammo-loaded = 4 <small> / {{tooltip|6|On PS3 version}}</small>
+
| 3d-image-6    = Grenade Launcher Festivized
| ammo-carried = 16 <small> / {{tooltip|30|On PS3/X360 versions}}</small>
+
| 3d-image-8    = Grenade Launcher Australium
| reload       = Single
+
| 3d-image-9    = Grenade Launcher Australium Festivized RED
| loadout     = yes
+
| 3d-image-10    = Grenade Launcher Australium Festivized BLU
   | quality    = normal
+
| 3d-button-1    = default
   | level     = 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'''|'''KA-BOOM!'''|sound=Demoman_specialcompleted11.wav}}
 
  
The '''Grenade Launcher''' is the [[primary]] weapon for the [[Demoman]]. It appears as a multiple-round, break-action Grenade Launcher with adjustable weapon sights, a wooden stock and foregrip.
+
{{Other uses|this=the Demoman's stock primary weapon|for=other grenade launchers|Grenade launcher (disambiguation)}}
  
The weapon launches grenade [[projectiles]] which both [[Projectiles#Explosions|detonate]] on contact with enemies and after a brief interval after bouncing off the enviroment. When detonating as a result of colliding with an enemy they deal a large amount of damage (about that of a [[Stickybomb Launcher|Stickybomb]]), but have a small blast radius. Conversely, when detonating after bouncing off the enviroment, they possess a very large splash radius but deal greatly reduced damage. Unlike most projectiles, the grenades are not affected by damage falloff so hits at long range will still do full damage.
+
{{Quotation|'''The Demoman'''|'''KA-BOOM!'''|sound=Demoman specialcompleted11.wav}}
  
The grenades arc significantly after being fired and the weapon thus often has to be aimed above enemies to compensate for the steep curve; jumping may also assist in increasing its range. The projectiles launch slightly to the right of the cross-hair, so the player should lead to the left to compensate. This is especially important to consider when in close combat with faster classes such as [[Scout]]s.
+
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]], but this is much 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 Demomen 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.
  
The grenades fired by this weapon move slightly faster than Stickybombs and have a smaller blast radius on a direct hit, and as such are used for attacking at ranges where the Stickybomb Launcher would be dangerous to use or for attacking agile opponents.
+
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.
  
==Damage==
+
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.
{{See also|Damage}}
 
*Base: 90-110
 
* Direct Hit:
 
** Any range: 95-105
 
*** [[Critical hit]]: 270-330
 
** Self damage: 42-74 damage (only from point blank range)
 
*** Critical hit: Deals same amount of self damage as a regular grenade (42-73)
 
  
* After Grenade Bounces:
+
== Damage and function times ==
** Any range: 22-64
+
{{Damage table
*** [[Critical hit]]: 190 (Splash at 3&nbsp;ft/1m: 100 Crit)
+
| type              = [[Projectiles|Projectile]]
** Self damage: 25-64 (depending on how far you are from the explosion)
+
| damagetype        = {{common string|Explosive}}
*** Critical hit: Deals same amount of self damage as a regular grenade (25-64)
+
| rangetype        = {{common string|Ranged}}
  
''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, thus doing the most possible damage. Damages are approximate and determined by community testing.
+
| damage           = yes
 +
|  base            = 100<br/>{{Tooltip|60|Damage from a grenade exploding after the first bounce}}
 +
|  minicrit        = 135<br/>{{Tooltip|81|Damage from a grenade exploding after the first bounce}}
 +
|  crit            = 300<br/>{{Tooltip|180|Damage from a grenade exploding after the first bounce}}
 +
|  splash damage   = yes
 +
|  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
  
==Function times==
+
| function times   = yes
* Attack Interval: 0.6
+
|  attack interval  = 0.6 s
* Reload Base: 1.24
+
|  reload first    = 1.24 s
* Additional Reload: 0.6
+
|  reload more      = 0.6 s
* Explosion Wait: 2.28
+
}}
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.
 
  
 
{{Weapon Demonstration}}
 
{{Weapon Demonstration}}
  
==Related Achievements==
+
== {{common string|Strange variant}} ==
==={{Icon class|class=demoman|link=demoman}} [[Demoman]]===
+
{{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}}
Line 59: Line 95:
 
}}
 
}}
  
==Previous changes==
+
 
'''[[September 28, 2007 Patch]]'''
+
=== {{Class link|Sniper}} ===
* Grenades no longer explode on contact after the first bounce.
+
{{Achievement table
'''[[October 09, 2007 Patch]]'''
+
| 1 = {{Show achievement|Sniper|Eagle Eye}}
* Grenades now collide with players and Engineer buildings after the first bounce, but still won't explode on contact.
+
| 2 = {{Show achievement|Sniper|Jumper Stumper}}
'''[[October 25, 2007 Patch]]'''
+
}}
* Fixed some edge cases where grenades could go through players or buildings.
+
 
 +
== 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.
 
* Fixed grenade explosions being able to impart damage through thin ceilings.
'''[[February 28, 2008 Patch]]'''
+
 
 +
'''{{Patch name|2|28|2008}}'''
 
* Reduced Demoman's maximum Grenade Launcher reserve ammo from 30 to 16.
 
* Reduced Demoman's maximum Grenade Launcher reserve ammo from 30 to 16.
'''[[March 6, 2008 Patch]]'''
+
 
 +
'''{{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 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.
 
* Fixed critical modifier for explosive weapons (rockets, pipe bombs) increasing critical chance more than intended.
'''[[July 1, 2008 Patch]]'''
+
 
 +
'''{{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.
 
* Fixed bug that caused Demomen to take a small amount of extra damage from their own grenades and fly farther using them.
'''[[February 24, 2010 Patch]]'''
+
 
 +
'''{{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.
 
* Fixed pipebombs not colliding correctly with players.
'''[[October 28, 2010 Patch]]'''
+
 
 +
'''{{Patch name|10|28|2010}}'''
 
* Fixed a bug with grenades sometimes exploding on friendly players.
 
* Fixed a bug with grenades sometimes exploding on friendly players.
'''[[January 19, 2011 Patch]]'''
 
* Fixed world reload animation for the Grenade Launcher not showing the Demoman holding grenades when he reloads.
 
  
==Bugs==
+
'''{{Patch name|12|17|2010}}''' ({{update link|Australian Christmas}})
*There are multiple issues with the first-person view of the weapon:
+
* Updated the model to use c_models.
**It fires out of four chambers instead of six (due to the reduction in available ammo).
+
 
** Reloading at any point will result in all loaded grenade slots emptying suddenly.
+
'''{{Patch name|1|19|2011}}'''
** The Demoman only reloads continually into one chamber.
+
* Updated model with optimizations and [[Level of detail|LODs]].
** Upon snapping back the weapon into firing mode, grenades will appear in the slots.
+
* {{Undocumented}} Fixed world reload animation for the Grenade Launcher not showing the Demoman holding grenades when he reloads.
* Damage inflicted on direct hits has spread even when damage spread is disabled on the server.
+
 
* When the Demoman drops the Grenade Launcher, a white grenade can be seen above the stock.
+
'''{{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.
  
==Trivia==
+
'''{{Patch name|12|22|2014}}''' ({{update link|Smissmas 2014}})
*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).
+
* {{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.
*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]].
+
* Damage variance on grenades reduced from ±10% damage to ±2%.
*During development, the likeness of the Grenade Launcher was used for a reincarnation of the [[Pipebomb Launcher (Classic)|Pipebomb Launcher]] (as seen in [[Trailer 2]]). Like the ''Team Fortress Classic'' counterpart, the Pipebomb Launcher would fire projectiles that behave the same way as those fired by the Grenade Launcher but must be manually detonated. The remote detonation feature was later moved to the [[Stickybomb Launcher]].
+
* 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.png|1st person view.
+
File:Grenade Launcher 1st person.png|First-person view.
File:Grenade_proj_red.png|RED projectile
+
File:Festive Grenade Launcher 1st person red.png|[[RED]] [[Festive weapons|Festive variant]].
File:Grenade_proj_blu.png|BLU projectile
+
File:Festive Grenade Launcher 1st person blu.png|[[BLU]] Festive variant.
 +
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]]
  
 +
{{Standard Weapons Nav}}
 +
{{Allweapons Nav}}
 +
{{Demoman Nav}}
  
{{Allweapons Nav}}<br/>
+
[[Category:Self-illuminated]]
{{Demoman Nav}}
+
[[Category:Weapons using the CommunityWeapon material proxy]]

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