Difference between revisions of "Grenade Launcher"
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* Direct Hit: | * Direct Hit: | ||
** Any range: 81-111 | ** Any range: 81-111 | ||
− | *** Critical hit: 280-300 | + | *** [[Critical hit]]: 280-300 |
** Self damage: 42-73 damage (only from point blank range) | ** Self damage: 42-73 damage (only from point blank range) | ||
*** Critical hit: Deals same amount of self damage as a regular grenade (42-73) | *** Critical hit: Deals same amount of self damage as a regular grenade (42-73) | ||
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* After Grenade Bounces: | * After Grenade Bounces: | ||
** Any range: 22-64 | ** Any range: 22-64 | ||
− | *** Critical hit: 190 (Splash at 3 ft/1m: 100 Crit) | + | *** [[Critical hit]]: 190 (Splash at 3 ft/1m: 100 Crit) |
** Self damage: 25-64 (depending on how far you are from the explosion) | ** 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) | *** Critical hit: Deals same amount of self damage as a regular grenade (25-64) |
Revision as of 08:08, 24 October 2010
Template:Targeted Template:Weapon infobox
“ | KA-BOOM!
Click to listen
— The Demoman on problem solving.
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” |
The Grenade Launcher is a Primary weapon for the Demoman. It appears as a 6-slot Grenade Launcher with adjustable weapon sights and wooden stock and barrel holder.
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. When shooting long distances, though, it is often better to jump and fire 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 leading to the left to compensate; this is important especially when in close range 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 a lot less damage. Grenades have the advantage of never suffering from falloff damage; 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 a lot 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 Demoman who wish to preserve their Sticky Bombs, or have the Chargin' Targe equipped.
Contents
Damage
- Base: 120
- Direct Hit:
- Any range: 81-111
- Critical hit: 280-300
- Self damage: 42-73 damage (only from point blank range)
- Critical hit: Deals same amount of self damage as a regular grenade (42-73)
- Any range: 81-111
- 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 and thus do the most 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.
Related Achievements
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Recent Changes
- The Grenade Launcher's magazine in the PC version holds four grenades, yet the model has six chambers. This is because originally the Demoman had a maximum clip of six along with a larger ammo reserve (as did the Soldier) but these counts were reduced in the interests of balance not long after TF2's public release. There are many custom made skins that rectify this problem and change the model to four chambers.
Trivia
- Despite being a primary weapon, the Grenade Launcher is second in the loadout menu, and is treated as a secondary weapon when crafting.
- 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 Demoman reloads the Grenade Launcher by placing multiple grenades into a single slot. This is most likely an animation oversight or bug.
- Even if the player is on the BLU team, reloading with the Grenade Launcher will still show red sleeves.
- The Grenade Launcher is based off 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.
- The Grenade Launcher, along with the Electro Sapper, are the only weapons in the game with no unlockable replacements.
- When the Demoman reloads the Grenade Launcher, he loads inactivate yellow ones, like the one on his clothes, though they never come off.
- Even though the Grenade Launcher model has six chambers, the maximum number of grenades you can hold in your clip is four. There are third-party models available that correct this oversight, but like any custom model they won't work on any servers with sv_pure set to 2 and on many servers with sv_pure set to 1.
- There are also servers that allow the player to fire 6 grenades as compensation for the default model, just like the Grenade Launcher from early builds of the game.
- The Grenade Launcher is the only weapon up to date that does not have a replacement for it.
Gallery
- Grenade Launcher 1st person cropped.png
1st person view.
See also
Extenal Links