Difference between revisions of "Grenade Launcher"
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{{Quotation|'''The Demoman'''|'''KA-BOOM!'''|sound=Demoman_specialcompleted11.wav}} | {{Quotation|'''The Demoman'''|'''KA-BOOM!'''|sound=Demoman_specialcompleted11.wav}} | ||
− | The '''Grenade Launcher''' is the default [[Weapons# | + | The '''Grenade Launcher''' is the default [[Weapons#demomanprimary|primary weapon]] for the [[Demoman]]. It is a multiple-round, break-action {{botignore|grenade launcher}} with adjustable weapon sights, wooden stock and foregrip. |
It fires grenade [[projectiles]] that travel at approximately 1065 [[Hammer unit]]s per second, and [[Projectiles#Explosions|detonate]] either on direct contact with enemies or after a set interval when making first contact with the environment. 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. | It fires grenade [[projectiles]] that travel at approximately 1065 [[Hammer unit]]s per second, and [[Projectiles#Explosions|detonate]] either on direct contact with enemies or after a set interval when making first contact with the environment. 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. |
Revision as of 09:57, 11 June 2011
“ | 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 when making first contact with the environment. 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
- 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] Fixed world reload animation for the Grenade Launcher not showing the Demoman holding grenades when he reloads.
- [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.
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 only reloads continually into one chamber.
- 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
- 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.
Gallery
- GrenadeLauncher 1st person.png
First-person view.