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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 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
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.
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
Demonstration
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
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.
- When using the SR and switching to the Chargin' Targe and having the the SR out on death and having the setting 'remember the active weapon between lives' on, when you respawn in 'civilian mode' and it will look as if you are holding the demomans bottle but you will not see the bottle.
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
The 1st "rejected" Sticky bomb model.
The 2nd "rejected" Sticky bomb model.
See also
External links
Demoman |
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