Stickybomb Launcher

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Template:Weapon infobox

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

The Stickybomb Launcher (labeled confusingly in files as the Pipe bomb launcher), is the Demoman's secondary weapon. It launches small bombs that stick to almost any surface, and do not detonate until the player detonates them manually, though they will disappear harmlessly if the Demoman who fired them dies, or if they are shot by any bullet-based weapon (Shotgun, Sniper Rifle, Minigun, etc.) (Excluding Xbox and PS3 version). Up to eight sticky bombs can be placed; the oldest sticky bomb detonates when the player tries to deploy a ninth bomb. A small number display next to the ammo count tells the user how many sticky bombs are currently placed. When detonated or otherwise destroyed, sticky bombs leave a few broken pieces scattered about, each of which be picked up for a single unit of metal or ammo. In the case of any explosion (enemy stickies, grenades, rockets and Sentry Gun rockets) and also Airblasts, the sticky bombs will suffer from the force of the explosion and will be thrown away. The sticky bombs are otherwise unharmed by the force of the blast.

The Demoman can also use sticky bombs to propel himself, similar to the Soldier‎'s ability to rocket jump, which can also be used to juggle enemy players. Unlike the Soldier however, the self-damage incurred by such a tactic is much higher; sometimes as much as half of a fully-healthy Demoman's HP.

Sticky bombs immediately stick to whatever surface they are fired upon, but they will bounce off of enemy players, buildings, or gates. Critical hit sticky bombs can be identified by a glowing aura surrounding them. Sticky bombs do splash damage: there is blast radius falloff, the greater distance from the center of the blast the less damage will be done (even for Critical hits). Note that stickies can do more damage if the enemy is propelled into the air by the force of the blast, subsequently receiving fall damage upon landing. However, if the enemy dies because of the fall damage, the Demoman will not get credit for the death.

Clicking to fire releases a sticky bomb at approximately 805 hammer units per second (around 34 miles per hour). By holding down the fire button, rather than simply clicking it, the launcher can be charged up to launch a sticky bomb over greater distances. A meter below the ammo count will show how much force is behind the sticky bomb, 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 sticky travels at an approximate 130% speed increase (speed multiplied by 2.3).

Damage

See also: Damage
  • Base: 120
  • Max Ramp Up: 115% (138 damage)
  • Max Fall Off: 50% (60 damage)
  • Mini-Crit: 162
  • Splash Damage Reduction: 1% per 2.88 Hammer Units away from epicenter to a minimum of 50% at 9 feet (144 Hammer Units)
  • Splash Radius: 10 feet (159 Hammer Units)
  • 6 ft from explosion: 47-90
  • 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)

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. 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.

Another Note: Sticky bombs 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 sticky bomb's distance multiplier becomes 1.0. This is so damage falloff only affects sticky bombs used immediately in combat, not bombs set as traps.

Function times

  • Attack Interval: 0.6
  • Reload Base: 1.09
  • Additional Reload: 0.67
  • Sticky Bomb Initialization: 0.92
  • Time to Fully Charge: 4.00

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. Sticky bomb initialization is the time from when the sticky bomb leaves your weapon to when you're allowed to detonate it. All times are in seconds. Times are approximate and determined by community testing.

Projectile Speed

  • Charge Acceleration: Each second of charge increases sticky speed by 32.5% or 261.63 Hammer Units/16.35 feet per second.
  • Minimum (0 seconds charge): 805 Hammer Units per second / 50.3125 feet per second / 34.28 MPH / 55.16 KPH
  • Maximum (4 seconds charge): 1850 Hammer Units per second / 115.625 feet per second / 78.84 MPH / 126.87 KPH

Trivia

Unused Pipebomb model.
  • The Stickybomb Launcher has Developer weapon variants.
  • Based on its name on that Stats page, the Stickybomb Launcher was originally supposed to be the Pipe bomb Launcher, a weapon from the old Team Fortress games. It is likely that it would be close to the Pipe bomb Launcher in the old games; it would have been similar to the Grenade Launcher, but the grenades would only detonate when the player pressed the alt fire key. The Pipe bomb launcher's grenade is still in the game's 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've functioned in an almost identical manner, except that it would stick to enemies as well as map surfaces.
  • Increasing the viewmodel field of view (viewmodel_fov 70 in the console) shows that, in first person, the Stickybomb Launcher is held in one hand. Whereas if you view a Demoman in the world, he holds it in two hands, utilizing the forward grip.
  • The Demoman never actually loads new bombs into the launcher when he reloads, he simply pulls the bolt back.
  • A technical glitch occurred when the War update was in progress: if you held out a Stickybomb Launcher and committed suicide, you would drop a Scottish Resistance, not a Stickybomb Launcher; this would only occur if you had a Scottish Resistance in your backpack. This glitch has not been patched yet.
  • Additionally, until the initial bugfix patch after the War update it was possible to get the achievement Second Eye by taunting with your normal Stickybomb Launcher after killing somebody (the achievement dictating you need to do the Scottish Resistance's taunt to attain it due to its unique taunt).
  • There is currently a bug with both the Stickybomb Launcher and the Scottish Resistance: upon death, while holding either weapon, you will always drop a Stickybomb Launcher if on RED, and a Scottish Resistance if on BLU, regardless of which weapon you were actually holding.

Gallery


Here are the four sticky bomb models found in the game files:

See also

External links