Grenade Launcher
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— The Demoman
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The Grenade Launcher is the primary weapon for the Demoman. It appears as a multiple-round, break-action Grenade Launcher with adjustable weapon sights, a wooden stock and foregrip.
The weapon launches grenade projectiles which both detonate on contact with enemies and after a brief interval after bouncing off the environment. When detonating as a result of colliding with an enemy they deal a large amount of damage (about that of a Stickybomb), but have a small blast radius. Conversely, when detonating after bouncing off the environment, they possess a very large splash radius but deal greatly reduced damage. Unlike most projectiles, the grenades are not affected by damage falloff so hits at long range will still do full damage.
The grenades arc significantly after being fired and the weapon thus often has to be aimed above enemies to compensate for the steep curve; jumping may also assist in increasing its range. The projectiles launch slightly to the right of the cross-hair, so the player should lead to the left to compensate. This is especially important to consider when in close combat with faster classes such as Scouts.
Grenades can be used for a makeshift explosive jump, but this is much 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 Demomen who wish to preserve their Stickybombs, or have the Chargin' Targe equipped.
The grenades fired by this weapon move slightly faster than Stickybombs and have a smaller blast radius on a direct hit, and as such are used for attacking at ranges where the Stickybomb Launcher would be dangerous to use or for attacking agile opponents.
Contents
Damage
- Base: 90-110
- Direct Hit:
- Any range: 95-105
- Critical hit: 270-330
- Self damage: 42-74 damage (only from point blank range)
- Critical hit: Deals same amount of self damage as a regular grenade (42-73)
- Any range: 95-105
- 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, thus doing the most possible 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.
Demonstration
Related Achievements
Demoman
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Previous changes
- 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 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 bug that caused Demomen to take a small amount of extra damage from their own grenades and fly farther using them.
- Fixed pipebombs not colliding correctly with players.
- Fixed a bug with grenades sometimes exploding on friendly players.
- Fixed world reload animation for the Grenade Launcher not showing the Demoman holding grenades when he reloads.
Bugs
- There are multiple issues with the first-person view of the weapon:
- It fires out of four chambers instead of six (due to the reduction in available ammo).
- Reloading at any point will result in all loaded grenade slots emptying suddenly.
- The Demoman only reloads continually into one chamber.
- Upon snapping back the weapon into firing mode, grenades will appear in the slots.
- 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
- 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 Grenade Launcher is based off of 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.
- During development, the likeness of the Grenade Launcher was used for a reincarnation of the Pipebomb Launcher (as seen in Trailer 2). Like the Team Fortress Classic counterpart, the Pipebomb Launcher would fire projectiles that behave the same way as those fired by the Grenade Launcher but must be manually detonated. The remote detonation feature was later moved to the Stickybomb Launcher.
Gallery
See also