Scottish Resistance

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Get your thinking pants on, because the Scottish Resistance is the thinking Demoman's sticky bomb launcher.
WAR! Update blurb

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 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 detonate the trap.

Additionally, the SR is able to deploy six additional Stickybombs for a total of 14 stickies out at any time. The bombs 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, upon detonation, they can destroy Stickybombs laid by enemy Demomen, where as a normal Stickybomb would not. It also has an increased firing rate, allowing players to deploy more stickies easily.

The Scottish Resistance is automatically given to any player who obtains 17 Demoman achievements.

Damage

See also: 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
    • Critical hit: 261
  • Directly Underneath: 103-138
    • 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

  1. 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.
  2. 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

  1. 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.
  2. 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.

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

As a Crafting Ingredient

See also: Crafting
Reclaimed Metal Scottish Resistance Loch-n-Load
Item icon Reclaimed Metal.pngx2 + Item icon Scottish Resistance.png = Item icon Loch-n-Load.png

Related Achievements

Leaderboard class soldier.png Soldier

Bomb Squaddie
Bomb Squaddie
Destroy 10 sticky bombs with the shotgun in a single life.

Leaderboard class demoman.png Demoman

Caber Toss
Caber Toss
Bounce an enemy into the air and kill them before they land.


Double Mauled Scotch
Double Mauled Scotch
Kill 2 people in a single sticky jump.


He Who Celt It
He Who Celt It
Use the Sticky Launcher to kill an enemy player via environmental damage.


Highland Fling
Highland Fling
Sticky jump a really long way...


Loch Ness Bombster
Loch Ness Bombster
Kill an enemy player with stickybombs within 5 seconds of them teleporting.


Pipebagger
Pipebagger
Kill at least three players with a single detonation of stickybombs.


Robbed Royal
Robbed Royal
Destroy 100 enemy stickybombs with the Scottish Resistance.


Scotch Guard
Scotch Guard
Kill 3 enemies capping or pushing a cart in a single stickybomb detonation 3 separate times.
Second Eye
Second Eye
Provide an enemy player with a freeze cam of you shaking your rump.


Something Stickied This Way Comes
Something Stickied This Way Comes
Kill 30 players with air burst stickybombs.


Sticky Thump
Sticky Thump
Using the Scottish Resistance, kill 3 players in separate explosions without placing new stickybombs.


The Argyle Sap
The Argyle Sap
Blow up an Engineer, his sentry gun, and his dispenser with a single stickybomb detonation.


The High Road
The High Road
Sticky jump onto a cap point and capture it.


The Scottish Play
The Scottish Play
Get a melee kill while sticky jumping.


The Stickening
The Stickening
Kill 3 Heavies from full health with a single stickybomb detonation.

Leaderboard class heavy.png Heavy

0wn the Means of Production
0wn the Means of Production
Remove 20 stickybombs by killing the Demomen who produced them.

Leaderboard class engineer.png Engineer

How the Pests Was Gunned
How the Pests Was Gunned
Destroy 50 enemy stickybombs lying in range of friendly buildings.

Update history

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 .4 second longer bomb arm time. (Total bomb arm time is now .8 seconds, was .4 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

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.
  • Planted stickies that are both close to the Demoman who planted them and in the Demoman's crosshair when detonated will trigger two explosions from each bomb.
  • 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)
  • As of the Australian Christmas update the view model for the Scottish Resistance has severely decreased in detail.
  • Like the Stickybomb Launcher, the SR is only held with one hand in first person view, however the world model is held correctly.
  • When placing Stickybombs on the warm up, there is a chance the outline of the Stickybombs will still appear, they don't disappear until the next round. The outlines appear even when switching classes.

Trivia

  • The weapon's name refers to the long-term insurrection by the Scottish against English rule after being invaded in 1296.
  • 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 Stickybombs whilst taunting. Moving the view camera during the taunt will negate this privilege.
  • 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.
  • The ability to destroy enemy Stickybombs is a mechanic present in the fangame Gang Garrison 2. In addition, the appearance of the Scottish Resistance Stickybombs are very similar to the ones from Gang Garrison 2. However, this was only a coincidence according to Robin Walker. [1]

Gallery

See also

External links