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Get your thinking pants on, because the Scottish Resistance is the thinking Demoman's sticky bomb launcher.
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The Scottish Resistance, often abbreviated to SR or ScoRes, is an unlockable secondary weapon for the Demoman. Almost identical in appearance to the Stickybomb Launcher, it features warning colors on the magazine and a sensor camera taped onto the barrel. The Mann. Co logo is present on the sensor, albeit partially covered in duct tape. Additionally, the stickybombs fired are of a heavier-looking variety with larger, blunted spikes.
Unlike the normal Stickybomb Launcher, the Scottish Resistance allows for selective detonation of laid bombs. Only those within a certain angle of the player's crosshair will explode when secondary fire is pressed. Players can therefore detonate traps in set areas and from behind walls and solid objects. Bombs that can be detonated are discernible by their team color glow, or white glow as seen through walls. The number of explodable bombs within sight can be expanded if the player moves backwards, effectively encompassing the Stickybombs in the crosshair radius. This unique function allows several sticky traps to be laid in various locations, but will require the Demoman to keep watch of these areas to know when to spring the trap.
Additionally, the weapon is able to fire bombs at a faster rate, and can deploy six additional bombs for a total of 14 out at any time. The bombs, however, will take longer to prime, preventing players from firing and detonating stickies in the air at enemies effectively. The stickies also have the unique ability to destroy those bombs laid by enemy Demomen. The speed that the bombs fly is identical to that of the Stickybomb Launcher.
The Scottish Resistance is automatically given to any player who obtains 17 Demoman achievements.
Damage
Identical to the Stickybomb Launcher
- Base: 120
- Max Ramp Up: 115% (138 damage)
- Max Fall Off: 50% (60 damage)
- Splash Damage Reduction: 1% per 3.18 Hammer units away from epicenter to a minimum of 50% at 10 feet (159 Hammer units)
- Splash Radius: 10 feet (159 Hammer units)
- Mini-Crit: 162
- 6 ft from explosion: 47-90
- 3 ft from explosion: 60-124
- Directly Underneath: 103-138
- Self damage: 45-114 (depending on how far you are from the explosion)
- Critical hit: Deals same amount of self damage as a regular sticky (45-114)
Notes
- 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. Base damage is the damage done at 512 units before damage variance or bullet spread. Ramp up maxes out at 0 units. Fall off maxes out at 1024 units. Damages are approximate and determined by community testing.
- Stickybombs suffer from damage falloff like that of most weapons for the first five seconds of its life. Similarly to the Rocket Launcher, the multiplier at point blank is reduced from 150% to 115%. After those 5 seconds, the Stickybomb's distance multiplier becomes 1.0.
Function times
- Attack Interval: 0.45
- Reload Base: 1.09
- Additional Reload: 0.67
- Stickybomb Initialization: 1.72
Notes
- 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. Stickybomb initialization is the time from when the Stickybomb leaves your weapon to when you're allowed to detonate it. All times are in seconds. Times are approximate and determined by community testing.
- Stickybombs that are close to your feet can be detonated before their initialization period. Because of this, it's possible to detonate a sticky as soon as it leaves your weapon, damaging yourself.
Demonstration
Crafting
As a Crafting Ingredient
Related Achievements
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Caber Toss Bounce an enemy into the air and kill them before they land.
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Double Mauled Scotch Kill 2 people in a single sticky jump.
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He Who Celt It Use the Sticky Launcher to kill an enemy player via environmental damage.
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Pipebagger Kill at least three players with a single detonation of stickybombs.
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Something Stickied This Way Comes Kill 30 players with air burst stickybombs.
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0wn the Means of Production Remove 20 stickybombs by killing the Demomen who produced them.
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Update history
December 17, 2009 Patch
- The item was added to the game.
May 5, 2010 Patch
- Fixed deflected Stickybombs becoming Mini-Crits when detonated.
- Fixed deflected Stickybombs becoming Crits if the Pyro was Crit-boosted.
July 8, 2010 Patch
- Scottish Resistance now shows location of stickies placed with glow effect. (Only on dxlevel 9 or higher)
September 30, 2010 Patch
- Scottish Resistance now fires 25% faster and has a 0.2 second longer bomb arm time. (Total bomb arm time is now 0.8 seconds, was 0.6 seconds before.)
December 17, 2010 Patch
- Added the laser attachment to the world view of the Scottish Resistance.
- Altered the Scottish Resistance first person viewmodel.
January 19, 2011 Patch
- The Scottish Resistance now drops the appropriate weapon on death.
February 3, 2011 Patch
- Updated the Scottish Resistance stickybombs to always glow if they will be detonated by a right-click, including the stickybombs under the Demoman's feet.
- Updated model with optimizations and new LODs.
February 14, 2011 Patch
- Fixed melee attacks not destroying remote detonation pipes (Stickybombs).
Bugs
- SR Stickybombs that automatically detonate after a fifteenth bomb is launched will not destroy enemy Stickybombs.
- If the player automatically reconnects to a server after they timeout, the stickies they have placed will lose their auras, but can still be detonated.
- When the Demoman is holding the Scottish Resistance while Crit-boosted, only the laser sight will glow, but not the launcher itself.
- If a person disables Payload cart glow in advanced multiplayer options, the Scottish Resistance's Stickybombs will also stop glowing. (On Dx-Level 9 only)
- The first person view model for the Scottish Resistance is severely decreased in detail compared to before the Australian Christmas update.
- Like the Stickybomb Launcher, the SR is only held with one hand in first person view, however the world model is held differently.
- If the player dies while holding the weapon, 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. It can be fixed by switching to a new weapon.
Trivia
- The weapon's name is a reference to the period of extended Scottish insurrection against English rule after being invaded in 1296.
- The Scottish Resistance was originally planned to deploy 16 Sticky bombs as opposed to the current 14.
- While taunting with the Scottish Resistance, the crosshair will remain aimed at the original location, allowing the player to still detonate Sticky bombs placed in front of them, even if the camera view is moved.
- The appearance of Sticky bombs fired by the Scottish Resistance are similar to that of those found in the fan "demake," Gang Garrison 2. The ability to destroy enemy Sticky bombs is also present. However, Robin Walker states that this was only a coincidence. [1]
Gallery
The 1st "rejected" Sticky bomb model.
The 2nd "rejected" Sticky bomb model.
See also
External links
Demoman |
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Bottle ( Frying Pan, Saxxy, Scottish Handshake, Conscientious Objector, Freedom Staff, Bat Outta Hell, Memory Maker, Ham Shank, Golden Frying Pan, Necro Smasher, Crossing Guard, Prinny Machete) · Eyelander ( Horseless Headless Horsemann's Headtaker, Nessie's Nine Iron) · Pain Train · Scotsman's Skullcutter · Ullapool Caber · Claidheamh Mòr · Half-Zatoichi · Persian Persuader | | | |
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