Difference between revisions of "Grenade Launcher"
(→Bugs: Bug review : Non bugs + non sure bugs) |
(this has been wrong since dec 2011. Someone messaged me letting me know a few minutes ago) |
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| splash damage = yes | | splash damage = yes | ||
| splash min % = 50 | | splash min % = 50 | ||
− | | splash radius = | + | | splash radius = 3 ft |
| splash reduction = 1% / {{Tooltip|2.88|Hammer units}} | | splash reduction = 1% / {{Tooltip|2.88|Hammer units}} | ||
| selfdamage = {{tooltip|Point-blank|Damage from a grenade directly impacting a target at point-blank range}}: 42-74 <br />{{tooltip|Splash|Damage from a grenade exploding after the first bounce}}: 25-64 | | selfdamage = {{tooltip|Point-blank|Damage from a grenade directly impacting a target at point-blank range}}: 42-74 <br />{{tooltip|Splash|Damage from a grenade exploding after the first bounce}}: 25-64 | ||
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{{Weapon Demonstration}} | {{Weapon Demonstration}} | ||
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== Related achievements == | == Related achievements == | ||
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== Update history == | == Update history == | ||
− | {{Update history | '''{{tooltip|Pre-release Beta|Exact date unknown}}''' | + | {{Update history| |
+ | |||
+ | '''{{tooltip|Pre-release Beta|Exact date unknown}}''' | ||
* Reduced Grenade Launcher loaded ammo from 6 to 4. | * Reduced Grenade Launcher loaded ammo from 6 to 4. | ||
− | ''' | + | '''[[September 28, 2007 Patch]]''' |
* Demoman grenades no longer explode on contact after the first bounce. | * 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. | * 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 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]]''' |
* 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 1, 2008 Patch (Xbox)]]''' |
* Fixed grenades going through players or buildings. | * 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 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. | ||
− | ''' | + | '''[[April 29, 2008 Patch]]''' ([[Gold Rush Update]]) |
* Increased force taken by pipebombs by bullets and explosions | * 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. | * 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 | * Fixed pipebombs not being removed if they explode in a func_nogrenades zone | ||
− | ''' | + | '''[[February 24, 2010 Patch]]''' |
* Fixed pipebombs not colliding correctly with players. | * Fixed pipebombs not colliding correctly with players. | ||
− | ''' | + | '''[[October 28, 2010 Patch]]''' |
* Fixed a bug with grenades sometimes exploding on friendly players. | * Fixed a bug with grenades sometimes exploding on friendly players. | ||
− | ''' | + | '''[[December 17, 2010 Patch]]''' ([[Australian Christmas]]) |
* Updated the model to use c_models. | * Updated the model to use c_models. | ||
− | ''' | + | '''[[January 19, 2011 Patch]]''' |
* Updated model with optimizations and new [[LOD]]s. | * Updated model with optimizations and new [[LOD]]s. | ||
− | ''' | + | '''[[February 14, 2011 Patch]]''' |
* {{Undocumented}} Grenade Launchers using [[Name Tag|Name]] or [[Description Tag]]s now properly use the c_model equivalent. | * {{Undocumented}} Grenade Launchers using [[Name Tag|Name]] or [[Description Tag]]s now properly use the c_model equivalent. | ||
− | ''' | + | '''[[April 14, 2011 Patch]]''' ([[Hatless Update]]) |
* {{Undocumented}} Added phong shading to Grenade Launcher grenades. | * {{Undocumented}} Added phong shading to Grenade Launcher grenades. | ||
− | ''' | + | '''[[July 22, 2011 Patch]]''' |
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* Updated the gamehaptics file | * Updated the gamehaptics file | ||
** Refined the Demoman's Pipe Bomb Launcher reload forces. | ** Refined the Demoman's Pipe Bomb Launcher reload forces. | ||
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}} | }} | ||
==Bugs== | ==Bugs== | ||
− | * | + | * There are multiple issues with the first-person view of the weapon: |
− | ** | + | ** It fires grenades out of four chambers instead of six, due to the reduction in available ammo. |
− | ** While reloading with lower-quality models, | + | ** Grenades no longer appear loaded into the chambers. |
+ | ** The Demoman reloads continually into one chamber. | ||
+ | ** While reloading (with lower-quality models), you can see through the inside of the chambers. | ||
* Damage inflicted on direct hits has spread even when damage spread is disabled on the server. | * Damage inflicted on direct hits has spread even when damage spread is disabled on the server. | ||
+ | * When the Demoman drops the Grenade Launcher on death, an unactivated grenade can be seen above the stock. | ||
==Trivia== | ==Trivia== | ||
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== See also == | == See also == | ||
*[[Demoman strategy#Grenade Launcher|Grenade Launcher strategy]] | *[[Demoman strategy#Grenade Launcher|Grenade Launcher strategy]] | ||
+ | *[[Jumping#Grenade Jump|Grenade jump]] | ||
*[[Loch-n-Load]] | *[[Loch-n-Load]] | ||
{{Allweapons Nav}} | {{Allweapons Nav}} | ||
{{Demoman Nav}} | {{Demoman Nav}} |
Revision as of 14:38, 15 August 2012
“ | KA-BOOM!
Click to listen
— The Demoman
|
” |
The Grenade Launcher is the default primary weapon for the Demoman. It is a multiple-round, break-action grenade launcher with adjustable weapon sights, wooden stock and foregrip.
It fires grenade projectiles that travel at approximately 1065 Hammer units per second, and detonate either on direct contact with enemies or after a set interval after spawn. The grenades bounce with a degree of unpredictability because they have a spin. The ability of the grenades to bounce can be used to indirectly attack enemies around corners. Unlike most projectiles, the grenades are not affected by damage falloff. They arc significantly downward after being fired and launch slightly to the right of the cross-hair. Grenades can also be used for a makeshift explosive jump.
Contents
Damage and function times
Damage and function times | ||
---|---|---|
Shot type | Projectile | |
Damage | ||
Base damage | 100% | Direct: 84-123
|
Critical | Direct: 270-330 Splash: 190 | |
Mini-crit | Direct: 114-165 Splash: 29-86 | |
Splash damage | ||
Minimum splash | 50% | 3 ft |
Damage reduction | 1% / 2.88 | |
Self-damage | Point-blank: 42-74 Splash: 25-64 | |
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. |
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 will cover more of the hit box, thus doing the most possible damage. Distance between the target and user does not affect the Grenade Launcher's damage.
Demonstration
Related achievements
Demoman
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|
Update history
- Reduced Grenade Launcher loaded ammo from 6 to 4.
- Demoman grenades no longer explode on contact after the first bounce.
- 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.
- Reduced Demoman's maximum Grenade Launcher reserve ammo from 30 to 16.
- Fixed grenades going through players or buildings.
- 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
- Fixed bug that caused Demomen to take a small amount of extra damage from their own grenades and fly farther using them.
- Fixed pipebombs not being removed if they explode in a func_nogrenades zone
- Fixed pipebombs not colliding correctly with players.
- Fixed a bug with grenades sometimes exploding on friendly players.
December 17, 2010 Patch (Australian Christmas)
- Updated the model to use c_models.
- Updated model with optimizations and new LODs.
- [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.
- Updated the gamehaptics file
- Refined the Demoman's Pipe Bomb Launcher reload forces.
Bugs
- There are multiple issues with the first-person view of the weapon:
- It fires grenades out of four chambers instead of six, due to the reduction in available ammo.
- Grenades no longer appear loaded into the chambers.
- The Demoman reloads continually into one chamber.
- While reloading (with lower-quality models), you can see through the inside of the chambers.
- Damage inflicted on direct hits has spread even when damage spread is disabled on the server.
- When the Demoman drops the Grenade Launcher on death, an unactivated grenade can be seen above the stock.
Trivia
- The Grenade Launcher is based on the real life Template:W, though modified to fire multiple grenades without having to reload between each shot, similar to a Template:W.
- During development, the likeness of the Grenade Launcher was used for a reincarnation of the Pipebomb Launcher, as seen in Trailer 2.