Scottish Resistance
Template:Targeted Template:Weapon infobox
“ | Get your thinking pants on, because the Scottish Resistance is the thinking Demoman's sticky bomb launcher.
— WAR! Update blurb
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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 Scottish Resistance also uses a different model of the stickybomb; a heavier-looking variety, with larger, blunted spikes.
Unlike the normal Stickybomb Launcher, the Scottish Resistance allows for selective detonation of laid bombs where only those within a certain angle of the player's crosshair will explode when the detonation button is pressed. Players can therefore detonate traps in set areas and from behind walls and solid objects. Bombs that can be detonated are discernable 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 sticky bombs 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 detonate the trap.
Additionally, the SR is able to deploy six additional sticky bombs for a total of 14 stickies out at any time. The bombs will also take longer to prime, preventing players from firing and detonating stickies in the air at enemies effectively. SR stickies are also unique in that they can destroy stickybombs laid by enemy Demomen, where a normal stickybomb would not. It also has an increased firing rate, allowing players to deploy more stickies easily.
Contents
Damage
- 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
- Critical hit: 180
- 3 ft from explosion: 60-124
- Critical hit: 261
- Directly Underneath: 103-171
- Critical hit: 353
- 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.
- 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.
Function times
- Attack Interval: 0.45
- Reload Base: 1.09
- Additional Reload: 0.67
- Sticky Bomb 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. 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.
- Sticky bombs 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.
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
Previous Changes
- Scottish Resistance now fires 25% faster and has a .2 second longer bomb arm time. (Total bomb arm time is now .8 seconds.)
Related Achievements
Soldier
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Demoman
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Heavy
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Engineer
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Trivia
- The weapon's name refers to the long-term insurrection by the Scottish against English rule after being invaded in 1296.
- SR stickies that automatically detonate after a fifteenth sticky is launched will not destroy enemy sticky-bombs.
- The Scottish Resistance was originally supposed to be able to fire 16 stickies, but it was reduced to 14 due to unknown reasons.
- When taunting with this weapon, the crosshair will remain aimed at the location beforehand, allowing the player to detonate sticky bombs whilst taunting. Moving the view camera during the taunt will negate this privilege.
- There's is a currently a glitch where 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.
- This weapon bears the Mann. Co Logo on the laser sight. However, a portion of it is covered in duct tape, and it is very small.
- Before the addition of the Scottish Resistance, the destruction of enemy sticky mines was a mechanic that belonged to the 2-dimensional Demoman and Soldier counterparts from the Team Fortress 2 demake: Gang Garrison 2
Gallery
- Scottish Resistance 1st person cropped.png
1st person view.
- Sticky1.png
The original and default Sticky bomb model.
- Sticky2.png
The Scottish Resistance Sticky bomb model.
See also
External links