Difference between revisions of "Stickybomb Launcher"

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==Bugs==
 
==Bugs==
 
*There are certain issues concerning this weapon and the Scottish Resistance:
 
*There are certain issues concerning this weapon and the Scottish Resistance:
** Often a BLU player equipped with this weapon will appear to be holding the Scottish Resistance instead, even though it fires regular Stickybombs and cannot be found with the inspect button.
+
** Often a BLU player equipped with this weapon will appear to be holding the Scottish Resistance instead(Without the laser), even though it fires regular Stickybombs and cannot be found with the inspect button.
 
**If the player dies while holding the weapon, they will drop a Scottish Resistance instead.
 
**If the player dies while holding the weapon, they will drop a Scottish Resistance instead.
 
*Increasing the viewmodel field of view shows that, in first-person mode, the weapon is held in one hand, whereas in the world model he holds it in two hands utilizing the forward grip.
 
*Increasing the viewmodel field of view shows that, in first-person mode, the weapon is held in one hand, whereas in the world model he holds it in two hands utilizing the forward grip.

Revision as of 15:16, 28 March 2011

Ye appear to 'ave trodden on a mine!
The Demoman to a pile of meat

The Stickybomb Launcher (labeled confusingly in the game files as a Pipe bomb launcher), is the default secondary weapon for the Demoman. It appears as a modified Template:W with a large magazine and wide barrel.

This weapon launches small spiked bombs that adhere to almost any surface, but bounce off enemy players, buildings, and certain map entities such as spawn gates, carts, and control points. Stickybombs do not explode on contact, but instead are detonated manually with secondary fire. The bombs disappear harmlessly in a white flash if the owner dies or if they are hit by bullets, syringes, melee attacks, or explosions caused by Scottish Resistance Stickybombs. Up to eight Stickybombs can be placed at one time; the oldest Stickybomb detonates when the player tries to deploy a ninth bomb. The total number of bombs in place on the map is shown in the HUD.

When detonated or otherwise destroyed, Stickybombs leave a few broken pieces scattered about, each of which can be picked up for a single unit of metal or ammo. Should a bomb be hit by an explosion or compression blast from any enemy weapon bar the Scottish Resistance, it is pushed away. The Stickybombs are otherwise unharmed by the force of the blast. 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. Note that sticky explosions can juggle targets for more damage.

The Demoman can also use Stickybombs to propel himself into the air. Unlike the Soldier, however, the self-damage incurred by such a tactic is much higher; sometimes as much as half of a Demoman's total health points.

Stickybombs are fired from the launcher at 805 Hammer units per second, around 34 miles per hour. By holding down primary fire, the launcher can be charged up to launch a Stickybomb over greater distances. A meter below the ammo count will show how much force is behind the Stickybomb, and the launcher will begin to tremble when it reaches its maximum strength. If the charge bar fills completely, the sticky will fire automatically. A fully charged bomb travels at an approximate 130% speed increase (speed multiplied by 2.3). It should be noted that Stickybombs will not be 100% accurate in where they land.

Damage and function times

See also: Damage
Damage and function times
Shot type Projectile
Damage
Maximum ramp-up 115% 138
Base damage 100% 120
Maximum fall-off 50% 60
Critical 6 ft: 180
3 ft: 261
Under: 353
Mini-crit 162
Splash damage
Minimum splash 50% 10 ft
Damage reduction 1% / 3.18
Splash damage range 6 ft: 47-90
3 ft: 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 0.67 s
Maximum charge time 4.00 s
Values are approximate and determined by community testing.

Demonstration

Related Achievements

Leaderboard class soldier.png Soldier

Bomb Squaddie
Bomb Squaddie
Destroy 10 sticky bombs with the shotgun in a single life.

Leaderboard class demoman.png Demoman

Caber Toss
Caber Toss
Bounce an enemy into the air and kill them before they land.


Double Mauled Scotch
Double Mauled Scotch
Kill 2 people in a single sticky jump.


He Who Celt It
He Who Celt It
Use the Sticky Launcher to kill an enemy player via environmental damage.


Highland Fling
Highland Fling
Sticky jump a really long way...


Loch Ness Bombster
Loch Ness Bombster
Kill an enemy player with stickybombs within 5 seconds of them teleporting.


Pipebagger
Pipebagger
Kill at least three players with a single detonation of stickybombs.
Scotch Guard
Scotch Guard
Kill 3 enemies capping or pushing a cart in a single stickybomb detonation 3 separate times.


Something Stickied This Way Comes
Something Stickied This Way Comes
Kill 30 players with air burst stickybombs.


The Argyle Sap
The Argyle Sap
Blow up an Engineer, his sentry gun, and his dispenser with a single stickybomb detonation.


The High Road
The High Road
Sticky jump onto a cap point and capture it.


The Scottish Play
The Scottish Play
Get a melee kill while sticky jumping.


The Stickening
The Stickening
Kill 3 Heavies from full health with a single stickybomb detonation.

Leaderboard class heavy.png Heavy

0wn the Means of Production
0wn the Means of Production
Remove 20 stickybombs by killing the Demomen who produced them.

Leaderboard class engineer.png Engineer

How the Pests Was Gunned
How the Pests Was Gunned
Destroy 50 enemy stickybombs lying in range of friendly buildings.

Update history

September 27, 2007 Patch

  • Fixed prediction error that caused jittery Stickybomb Launcher behavior.

February 28, 2008 Patch

  • Reduced Demoman's maximum Stickybomb reserve ammo from 40 to 24.

March 6, 2008 Patch

  • Fixed critical modifier for explosive weapons (rockets, pipe bombs) increasing critical chance more than intended

February 16, 2009 Patch

  • 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.

May 5, 2010 Patch

  • Fixed deflected Stickybombs becoming mini-crits when detonated.
  • Fixed deflected Stickybombs becoming crits if the Pyro was crit-boosted.

January 19, 2011 Patch

  • [Undocumented] The Stickybomb Launcher now drops the appropriate weapon on death, on RED team.

February 14, 2011 Patch

  • Fixed the Stickybomb Launcher viewmodel sleeves using the wrong team colors for team BLU.
  • Fixed melee attacks not destroying remote detonation pipes (Stickybombs).

Bugs

  • There are certain issues concerning this weapon and the Scottish Resistance:
    • Often a BLU player equipped with this weapon will appear to be holding the Scottish Resistance instead(Without the laser), even though it fires regular Stickybombs and cannot be found with the inspect button.
    • If the player dies while holding the weapon, they will drop a Scottish Resistance instead.
  • Increasing the viewmodel field of view shows that, in first-person mode, the weapon is held in one hand, whereas in the world model he holds it in two hands utilizing the forward grip.
  • Before reloading, the Demoman's unused hand (left if viewmodels are right and vice versa) remains hidden. After reloading and bringing his opposite hand to pull the bolt on his weapon back, the hand will remain in the screen until he switches weapons or fires again.
  • The weapon's view and world view differ. In the first person view, the drum is wider to the left side, while in third person the wide side is to the right side.
  • The Stickybomb Launcher's reload animation is inconsistent between the view model and the world view. In the first person perspective, the Demoman grabs the bolt over the top with his palm facing down. In the world view, he grabs it from below, with his palm facing upward.
  • Players are able to deploy Stickybombs beyond the starting gates at the start of a match.
  • If the player dies while holding a Stickybomb Launcher, and before they respawn it is changed in the loadout to the Chargin' Targe, the Demoman will appear to be holding an invisible bottle on respawn. This invisible bottle cannot attack. To fix this, switch to a new weapon.
  • There have been instances where a player has gotten the Scottish Resistance taunt acheivement Second Eye with this weapon.

Trivia

Unused Pipebomb model.
  • 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 game. 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. Additionally, 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

Merchandise

In the Valve store, there are currently a RED and BLU stuffed Stickybombs featured to be sold to the general public. Currently, they both cost $14.99 independently.

See also

References