Difference between revisions of "Stickybomb Launcher"
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The '''Stickybomb Launcher''' is the default [[Weapons#demomansecondary|secondary weapon]] for the [[Demoman]]. It is a modified [[w:Grenade launcher|grenade launcher]] with a large drum magazine, an under-barrel foregrip, and a wide barrel. A charging handle used for reloading sits on the back left side, above the trigger. | The '''Stickybomb Launcher''' is the default [[Weapons#demomansecondary|secondary weapon]] for the [[Demoman]]. It is a modified [[w:Grenade launcher|grenade launcher]] with a large drum magazine, an under-barrel foregrip, and a wide barrel. A charging handle used for reloading sits on the back left side, above the trigger. | ||
− | This weapon launches small, [[Self-illumination|glowing]], spiked bombs that adhere to almost any surface, but bounce off enemy players, [[buildings]], and certain map entities such as spawn gates or [[Payload|Payload carts]]. Stickybombs do not explode on contact, but instead can be detonated manually with secondary fire approximately 0.7 seconds after being deployed. The bombs disappear harmlessly with a white flash should the Demoman who placed them die or if they are hit by [[Hitscan|bullets]], syringes (with the exception of the [[Crusader's Crossbow]]), melee attacks, or explosions caused by the [[Scorch Shot]], [[Detonator]], [[Scottish Resistance]], and [[Quickiebomb Launcher]]. Up to eight Stickybombs can be placed at one time; | + | This weapon launches small, [[Self-illumination|glowing]], spiked bombs that adhere to almost any surface, but bounce off enemy players, [[buildings]], and certain map entities such as spawn gates or [[Payload|Payload carts]]. Stickybombs do not explode on contact, but instead can be detonated manually with secondary fire approximately 0.7 seconds after being deployed when the bombs signal the end of their arm time by blinking twice. The bombs disappear harmlessly with a white flash and a burst of [[Particle effects|debris]] should the Demoman who placed them die or if they are hit by [[Hitscan|bullets]], syringes (with the exception of the [[Crusader's Crossbow]]), melee attacks, or explosions caused by the [[Scorch Shot]], [[Detonator]], [[Scottish Resistance]], and [[Quickiebomb Launcher]]. Up to eight Stickybombs can be placed at one time; attempting to deploy a ninth bomb will result in the oldest bomb detonating as soon as the youngest finishes its arm time. The total number of bombs in place on the map is shown on the [[HUD]]. Demomen cannot detonate sticky bombs while [[Taunts|taunting]]. |
Should a Stickybomb be hit with a [[compression blast]], or an explosion from any enemy weapon except the Scottish Resistance and the Quickiebomb Launcher, it is detached from the surface it was on and pushed away, but does not detonate. Stickybombs pushed in this way no longer stick to surfaces, but do still experience a lot of friction, meaning they roll to a rest more rapidly than [[Grenades]]. The Stickybombs are otherwise unharmed by the force of the blast and can be detonated as normal. Stickybomb explosions deal splash damage: there is a blast radius falloff that causes less damage to be done the greater the distance a target is from the center of an explosion, even for [[critical hits]], with a minimum of 50% damage being done at the very edge of the blast radius. Stickybomb explosions can be used to [[Juggling|juggle]] targets or throw them into environmental hazards. | Should a Stickybomb be hit with a [[compression blast]], or an explosion from any enemy weapon except the Scottish Resistance and the Quickiebomb Launcher, it is detached from the surface it was on and pushed away, but does not detonate. Stickybombs pushed in this way no longer stick to surfaces, but do still experience a lot of friction, meaning they roll to a rest more rapidly than [[Grenades]]. The Stickybombs are otherwise unharmed by the force of the blast and can be detonated as normal. Stickybomb explosions deal splash damage: there is a blast radius falloff that causes less damage to be done the greater the distance a target is from the center of an explosion, even for [[critical hits]], with a minimum of 50% damage being done at the very edge of the blast radius. Stickybomb explosions can be used to [[Juggling|juggle]] targets or throw them into environmental hazards. | ||
− | The Demoman can also use Stickybombs to [[Jumping#Basic sticky jump|propel himself]] into the air. Compared the [[Soldier]], the Demoman has a lower self-damage resistance to his own explosives, so the damage dealt to the Demoman is much higher, sometimes as much as half of the Demoman's total health. However, stickybombs also send the Demoman significantly further than a single rocket can send the Soldier. | + | The Demoman can also use Stickybombs to [[Jumping#Basic sticky jump|propel himself]] into the air. Compared the [[Soldier]], the Demoman has a lower self-damage resistance to his own explosives, so the damage dealt to the Demoman is much higher, sometimes as much as half of the Demoman's total health. However, stickybombs also send the Demoman significantly further than a single rocket can send the Soldier and the manual detonation can offer the Demoman a much finer degree of control over his blast jumps. |
Stickybombs are fired from the launcher at 805 [[Hammer unit]]s per second, which is around {{tooltip|55 km/h|34 mph}}. By holding down primary fire, the launcher can be charged up to launch a stickybomb over greater distances. A meter below the ammo count shows how much force is behind the stickybomb, and the launcher begins to tremble when it is reaching its maximum strength. If the charge bar fills completely, the sticky is fired automatically. A fully charged stickybomb travels at a speed equivalent to approximately 230% of that of an uncharged one. The Stickybomb Launcher has a slight spread, and so stickybombs are not 100% accurate in where they land. | Stickybombs are fired from the launcher at 805 [[Hammer unit]]s per second, which is around {{tooltip|55 km/h|34 mph}}. By holding down primary fire, the launcher can be charged up to launch a stickybomb over greater distances. A meter below the ammo count shows how much force is behind the stickybomb, and the launcher begins to tremble when it is reaching its maximum strength. If the charge bar fills completely, the sticky is fired automatically. A fully charged stickybomb travels at a speed equivalent to approximately 230% of that of an uncharged one. The Stickybomb Launcher has a slight spread, and so stickybombs are not 100% accurate in where they land. |
Revision as of 04:59, 2 August 2022
“ | Ye appear to 'ave trodden on a mine!
Click to listen
— The Demoman
|
” |
The Stickybomb Launcher is the default secondary weapon for the Demoman. It is a modified grenade launcher with a large drum magazine, an under-barrel foregrip, and a wide barrel. A charging handle used for reloading sits on the back left side, above the trigger.
This weapon launches small, glowing, spiked bombs that adhere to almost any surface, but bounce off enemy players, buildings, and certain map entities such as spawn gates or Payload carts. Stickybombs do not explode on contact, but instead can be detonated manually with secondary fire approximately 0.7 seconds after being deployed when the bombs signal the end of their arm time by blinking twice. The bombs disappear harmlessly with a white flash and a burst of debris should the Demoman who placed them die or if they are hit by bullets, syringes (with the exception of the Crusader's Crossbow), melee attacks, or explosions caused by the Scorch Shot, Detonator, Scottish Resistance, and Quickiebomb Launcher. Up to eight Stickybombs can be placed at one time; attempting to deploy a ninth bomb will result in the oldest bomb detonating as soon as the youngest finishes its arm time. The total number of bombs in place on the map is shown on the HUD. Demomen cannot detonate sticky bombs while taunting.
Should a Stickybomb be hit with a compression blast, or an explosion from any enemy weapon except the Scottish Resistance and the Quickiebomb Launcher, it is detached from the surface it was on and pushed away, but does not detonate. Stickybombs pushed in this way no longer stick to surfaces, but do still experience a lot of friction, meaning they roll to a rest more rapidly than Grenades. The Stickybombs are otherwise unharmed by the force of the blast and can be detonated as normal. Stickybomb explosions deal splash damage: there is a blast radius falloff that causes less damage to be done the greater the distance a target is from the center of an explosion, even for critical hits, with a minimum of 50% damage being done at the very edge of the blast radius. Stickybomb explosions can be used to juggle targets or throw them into environmental hazards.
The Demoman can also use Stickybombs to propel himself into the air. Compared the Soldier, the Demoman has a lower self-damage resistance to his own explosives, so the damage dealt to the Demoman is much higher, sometimes as much as half of the Demoman's total health. However, stickybombs also send the Demoman significantly further than a single rocket can send the Soldier and the manual detonation can offer the Demoman a much finer degree of control over his blast jumps.
Stickybombs are fired from the launcher at 805 Hammer units per second, which is around 55 km/h. By holding down primary fire, the launcher can be charged up to launch a stickybomb over greater distances. A meter below the ammo count shows how much force is behind the stickybomb, and the launcher begins to tremble when it is reaching its maximum strength. If the charge bar fills completely, the sticky is fired automatically. A fully charged stickybomb travels at a speed equivalent to approximately 230% of that of an uncharged one. The Stickybomb Launcher has a slight spread, and so stickybombs are not 100% accurate in where they land.
Like most weapons, the distance from the player to the target changes the damage stickybombs do. However, this is only true of stickybombs that are younger than 5 seconds. After that, they use their base damage to calculate damage (explosive damage falloff still applies).
Contents
Damage and function times
Damage and function times | ||
---|---|---|
Shot type | Projectile | |
Damage type | Explosive | |
Ranged or Melee damage? | Ranged | |
Damage | ||
Maximum ramp-up | 120% | 144 |
Base damage | 100% | 120 |
Maximum fall-off | 52.8% | 64 |
Critical | 180 cm: 180 90 cm: 261 Under: 355 | |
Mini-crit | 180 cm: 81 90 cm: 117 Under: 165 | |
Splash damage | ||
Minimum splash | 50% | 270 cm |
Damage reduction | 1% / 2.92 | |
Splash damage range | 180 cm: 47-90 90 cm: 60-124 Under: 103-138 | |
Self-damage | 45-114 | |
Function times | ||
Attack interval | 0.6 s | |
Reload (first) | 1.09 s | |
Reload (consecutive) | 0.67 s | |
Activation time | 0.7 s | |
Maximum charge time | 4.00 s | |
Values are approximate and determined by community testing. |
Demonstration
Strange variant
Related achievements
Soldier
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Demoman
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Heavy
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Engineer
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Sniper
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Template:Dictionary/items/styles
Styles | ||||||||||
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Festive | Festivest |
Note: Only applies to the Festive variant of this weapon.
Update history
- Fixed prediction error that caused jittery Stickybomb Launcher behavior.
- Reduced Demoman's maximum Stickybomb reserve ammo from 40 to 24.
- Fixed critical modifier for explosive weapons (rockets, pipe bombs) increasing critical chance more than intended.
- Stickybombs now get a reduced close range damage ramp up (like Rocket Launcher & Syringe Gun).
- Ultimately reduces damage done by Stickybombs to enemies < 512 Hammer units from the Demoman.
- Demoman's secondary weapon has been renamed to Stickybomb Launcher.
- Fixed deflected Stickybombs becoming mini-crits when detonated.
- Fixed deflected Stickybombs becoming crits if the Pyro was crit-boosted.
- [Undocumented] The Stickybomb Launcher now drops the appropriate weapon on death, on RED team.
- Fixed the Stickybomb Launcher viewmodel sleeves using the wrong team colors for team BLU.
- Fixed melee attacks not destroying remote detonation pipes (Stickybombs).
- Fixed the Stickybomb Launcher and the Sticky Jumper using the wrong skins.
June 23, 2011 Patch (Über Update)
- [Undocumented] Added Strange quality.
- Fixed a case where stickybombs could sometimes damage enemies on the other side of a wall.
- Updated the gamehaptics file.
- Refined the Demoman's Stickybomb Launcher reload forces.
December 15, 2011 Patch (Australian Christmas 2011)
- Added Festive variant.
- Festive Stickybomb Launchers can now be gifted.
- [Undocumented] Stickybombs and grenades now have a team-colored aura when fired and a rapidly flashing critical particle effect.
- Fixed a rendering error affecting sticky bomb particle effects.
August 15, 2012 Patch (Mann vs. Machine Update)
- [Undocumented] Added Silver and Gold Botkiller variants.
- Added Rust, Blood, Carbonado, and Diamond Botkiller variants.
December 20, 2012 Patch (Mecha Update)
- Added Silver and Gold Botkiller Mk. II variants.
- Added multicolored-lights style to the Festive Stickybomb Launcher.
- Fixed the Stickybomb Launcher using the wrong RED team arms skin while on the BLU team.
- Fixed the BLU team Stickybomb Launcher using the Scottish Resistance material when dropped into the world.
November 21, 2013 Patch (Two Cities Update)
- [Undocumented] Added Australium variant.
June 18, 2014 Patch (Love & War Update)
- All Demoman stickybombs now have damage ramp up. Full damage is reached 2 seconds after firing.
- Reverted the recent stickybomb damage ramp up change. We will continue to evaluate the use of stickybomb air detonations and potential changes to that mechanic.
- [Undocumented] Demoman can no longer detonate sticky bombs while taunting.
- Demoman can no longer detonate sticky bombs while taunting.
December 22, 2014 Patch (Smissmas 2014)
- Stickybombs that detonate in the air now have a radius ramp up, starting at 85% at base arm time (0.8s) going back to 100% over 2 seconds. Stickybombs that touch the world will have full radius.
- Stickybombs now have a more visible trail while traveling through the air.
- Stickybombs arm particle is slightly more visible.
- Damage variance on stickybombs reduced from +/- 10% damage to +/-2%.
- Stickybombs now have the same base blast radius as rockets. Changed from 159Hu to 146Hu.
- Fixed the air detonation radius for stickybomb jumps.
- Fixed stickybombs not using distance falloff during damage calculations for the first 5 seconds after being created.
July 2, 2015 Patch #1 (Gun Mettle Update)
- [Undocumented] Updated model to c_model system.
- Updated the materials for the Stickybomb Launcher.
December 17, 2015 Patch (Tough Break Update)
- Updated description to better detail the weapon's functionality.
- [Undocumented] Updated all Stickybomb Launcher's reload sounds.
- Fixed not being able to detonate stickybombs when switching to melee with secondary attack held down.
- Fixed the charge sound for the Stickybomb Launcher not stopping if the player switches weapons while charging.
- Fixed stickybombs sometimes blocking explosive damage from other stickybombs.
July 25, 2019 Patch (Summer 2019 Pack)
- Fixed and(sic) exploit where stickybombs could not be destroyed or pushed by the enemy team.
Bugs
- The Scottish Resistance-specific achievement Sticky Thump can sometimes be earned with this weapon.
- When changing the styles on the festive variant, the preview does not show the light bulbs.
- Stickybombs detonated manually do not leave explosion decals, but stickybombs detonated automatically do.
- Dying while charging a stickybomb does not stop the charge sound from playing.
Unused content
- Based on its name displayed on the stats page, the Stickybomb Launcher was originally supposed to be the Pipebomb Launcher, a weapon from the first Team Fortress. It is thought to have been similar to the Grenade Launcher except that the grenades would only detonate when the player pressed the alt fire key (as seen in Trailer 2). The Pipebomb Launcher's grenade is still in the game files.
Trivia
- The Stickybomb Launcher bears resemblance to a weapon cut from Half-Life 2, simply named the "Sticky Launcher". Had it been included, it would have functioned in an almost identical manner, except that it would stick to enemies as well as map surfaces.
Gallery
Festive variant, Festive style.
RED Festive variant, Festivest style.
BLU Festive variant, Festivest style.
Botkiller variant.
Australium variant.
Merchandise
See also
|
Weapons | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
Primary | Scattergun | Rocket Launcher | Flame Thrower | Grenade Launcher | Minigun | Shotgun | Syringe Gun | Sniper Rifle | — | |
Force-A-Nature Shortstop Soda Popper Baby Face's Blaster Back Scatter |
Direct Hit Black Box Rocket Jumper Liberty Launcher Cow Mangler 5000 Original Beggar's Bazooka Air Strike |
Backburner Degreaser Phlogistinator Rainblower Nostromo Napalmer Dragon's Fury |
Loch-n-Load Ali Baba's Wee Booties Bootlegger Loose Cannon B.A.S.E. Jumper Iron Bomber |
Natascha Iron Curtain Brass Beast Tomislav Huo-Long Heater |
Frontier Justice Widowmaker Pomson 6000 Rescue Ranger Panic Attack |
Blutsauger Crusader's Crossbow Overdose |
Huntsman Sydney Sleeper Bazaar Bargain Machina Hitman's Heatmaker AWPer Hand Fortified Compound Classic Shooting Star |
— | ||
Secondary | Pistol | Shotgun | Shotgun | Stickybomb Launcher | Shotgun | Pistol | Medi Gun | SMG | Revolver | |
Bonk! Atomic Punch Lugermorph Crit-a-Cola Mad Milk Winger Pretty Boy's Pocket Pistol Flying Guillotine Mutated Milk C.A.P.P.E.R |
Buff Banner Gunboats Battalion's Backup Concheror Mantreads Reserve Shooter Righteous Bison B.A.S.E. Jumper Panic Attack |
Flare Gun Detonator Reserve Shooter Manmelter Scorch Shot Panic Attack Gas Passer Thermal Thruster |
Chargin' Targe Scottish Resistance Sticky Jumper Splendid Screen Tide Turner Quickiebomb Launcher |
Sandvich Dalokohs Bar Buffalo Steak Sandvich Fishcake Family Business Robo-Sandvich Panic Attack Second Banana |
Lugermorph Wrangler Short Circuit C.A.P.P.E.R Giger Counter |
Kritzkrieg Quick-Fix Vaccinator |
Jarate Razorback Darwin's Danger Shield Cozy Camper Cleaner's Carbine Self-Aware Beauty Mark |
Ambassador Big Kill L'Etranger Enforcer Diamondback | ||
Melee | Bat | Shovel | Fire Axe | Bottle | Fists | Wrench | Bonesaw | Kukri | Knife | |
Sandman Frying Pan Holy Mackerel Boston Basher Candy Cane Sun-on-a-Stick Fan O'War Three-Rune Blade Saxxy Atomizer Conscientious Objector Unarmed Combat Wrap Assassin Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Batsaber Prinny Machete |
Equalizer Pain Train Frying Pan Half-Zatoichi Saxxy Disciplinary Action Market Gardener Conscientious Objector Escape Plan Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Prinny Machete |
Axtinguisher Homewrecker Frying Pan Powerjack Back Scratcher Sharpened Volcano Fragment Maul Saxxy Postal Pummeler Conscientious Objector Third Degree Lollichop Neon Annihilator Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Prinny Machete Hot Hand |
Eyelander Pain Train Scotsman's Skullcutter Frying Pan Horseless Headless Horsemann's Headtaker Claidheamh Mòr Ullapool Caber Half-Zatoichi Saxxy Persian Persuader Nessie's Nine Iron Conscientious Objector Scottish Handshake Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Prinny Machete |
Killing Gloves of Boxing Frying Pan Gloves of Running Urgently Fists of Steel Warrior's Spirit Saxxy Eviction Notice Conscientious Objector Apoco-Fists Holiday Punch Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Bread Bite Necro Smasher Crossing Guard Prinny Machete |
Golden Wrench Gunslinger Southern Hospitality Jag Saxxy Eureka Effect Golden Frying Pan Necro Smasher Prinny Machete |
Ubersaw Frying Pan Vita-Saw Amputator Saxxy Solemn Vow Conscientious Objector Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Prinny Machete |
Tribalman's Shiv Bushwacka Frying Pan Saxxy Shahanshah Conscientious Objector Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Prinny Machete |
Your Eternal Reward Conniver's Kunai Saxxy Big Earner Wanga Prick Sharp Dresser Spy-cicle Black Rose Golden Frying Pan Prinny Machete | ||
Primary PDA | — | — | — | — | — | Construction PDA | — | — | Disguise Kit | |
— | — | — | — | — | — | — | — | — | ||
Secondary PDA | — | — | — | — | — | Destruction PDA | — | — | Invis Watch | |
— | — | — | — | — | — | — | — | Cloak and Dagger Dead Ringer Enthusiast's Timepiece Quäckenbirdt | ||
Building | — | — | — | — | — | — | — | — | Sapper | |
— | — | — | — | — | — | — | — | Red-Tape Recorder Ap-Sap Snack Attack | ||
Taunt | Grand Slam | Grenade | Hadouken Armageddon Execution Gas Blast |
Barbarian Swing | High Noon | Arm Blender Guitar Smash |
Oktoberfest Uberslice Medicating Melody |
Arrow Stab | Fencing |
|