Difference between revisions of "Grenade Launcher"
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==Previous Changes== | ==Previous Changes== | ||
+ | '''[[October 09, 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]]''' | '''[[October 25, 2007 Patch]]''' | ||
* Fixed some edge cases where grenades could go through players or buildings. | * Fixed some edge cases where grenades could go through players or buildings. |
Revision as of 21:10, 27 December 2010
“ | KA-BOOM!
Click to listen
— The Demoman
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” |
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.
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. Therefore when firing over long distances, it is often better to jump and fire rather than change the angle of fire much past 45 degrees. Grenades travel approximately 1065 Hammer units 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 to lead the target to the left to compensate. This is especially important to consider when in close combat with faster classes such as Scouts.
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 significantly 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.
Grenades can be used for a makeshift explosive jump, yet this is much harder to accomplish than 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.
Contents
Damage
- Base: 90-110
- Direct Hit:
- Any range: 81-121
- 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)
- Any range: 81-121
- After Grenade Bounces:
- Any range: 22-64
- Critical hit: 190 (Splash at 3 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)
- Any range: 22-64
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, thus doing the most possible damage. Damages are approximate and determined by community testing.
Function times
- Attack Interval: 0.6
- Reload Base: 1.24
- Additional Reload: 0.6
- 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.
Demonstration
Related Achievements
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Previous Changes
- Grenades now collide with players and Engineer buildings after the first bounce, but still won't explode on contact.
- Fixed some edge cases where grenades could go through players or buildings.
- Fixed grenade explosions being able to impart damage through thin ceilings.
- Demoman grenades (not stickybombs) no longer explode on contact after the first bounce.
- Demomen grenades now collide with players and Engineer buildings after the first bounce, but still won't explode on contact.
- Reduced Demoman's maximum Grenade Launcher reserve ammo from 30 to 16.
- 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 bug that caused Demomen to take a small amount of extra damage from their own grenades and fly farther using them.
Bugs
- There are multiple issues with the first-person view of the weapon:
- 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.
- The Demoman only reloads continually into one chamber.
- Upon snapping back the weapon into firing mode, grenades will appear in the slots.
- Even if the player is on the BLU team, reloading with the Grenade Launcher will still show red sleeves.
- 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.
Trivia
- 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).
- The Grenade Launcher is based off of the real life M79 Grenade Launcher except that it's been modified to fire multiple grenades without having to reload between each shot, similar to a M32 Multiple Grenade Launcher.
Gallery
- Grenade Launcher 1st person cropped.png
1st person view.
See also