Difference between revisions of "Grenade Launcher"

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m (added a bug about the rotation of the cylinders)
(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)
 
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* {{Undocumented}} Fixed missing LODs on the Grenade Launcher.
 
* {{Undocumented}} Fixed missing LODs on the Grenade Launcher.
 
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== bugs ==
+
 
when use the grenade launcher, if you fire your weapon in one life, then you respawn. The cylinders will be not in the first set position, but in the position fired of your first life. If you fire again then it will return to normal. This is best seen with the warhawk grenade launcher.
 
 
== Unused content ==
 
== Unused content ==
 
* Like with [[Stickybomb Launcher|stickybombs]], the grenades for the Grenade Launcher have an unused [[vdc:normal map|normal map]].
 
* Like with [[Stickybomb Launcher|stickybombs]], the grenades for the Grenade Launcher have an unused [[vdc:normal map|normal map]].

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