Cow Mangler 5000
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“ | This is my world. You are not welcome in my world!
Click to listen
— The Soldier on aliens
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” |
The Cow Mangler 5000 is a primary weapon for the Soldier. It is a large bazooka-style retro-future ray gun. Several portions are team colored, and arcs of electricity appear briefly on the frontal nodes.
This weapon fires five blasts of team colored energy that deliver 10% less damage to players and 80% less damage against buildings. The blasts fired function similarly to rocket projectiles; as such rocket jumping can be performed without hindrance, and the shots can be reflected by enemy Pyros. The Cow Mangler 5000 features a "Mangler" bar in the HUD which serves as an indication of its clip. After the bar is depleted, it can be recharged through a reloading process in which the lever on the side is cranked. It does not incorporate the traditional ammo reserve used by other weapons.
When the Mangler bar is full, pressing the secondary fire button will cause the weapon to begin charging up. During this process, the entire Mangler bar is consumed and the Soldier's movement speed is reduced to a third (from his standard 80% of normal speed to roughly 27%). This charging period lasts for three seconds, after which a single charged shot is fired with both the speed and blast radius of a typical blast. This shot deals mini-crit damage to players and will cause them to suffer six seconds of afterburn damage at the same rate as the Flamethrower. Additionally, the charged shot may ignite Huntsman arrows held by a friendly Sniper and even the Soldier who fired it if he is near enough. The charged shot also disables any enemy buildings hit for four seconds.
Although this weapon is unaffected by crit-boosts such as the Kritzkrieg and Humiliation, it is able to make use of mini-crit boosts from the Buff Banner, even though it does not glow while the banner is active.
Enemies killed by the Mangler suffer a distinctive death: they turn black, hover in mid-air while performing a specific disintegration animation surrounded by team-colored particles, and then disappear into ashes.
Contents
Damage and function times
Damage and function times | ||
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Damage | ||
Maximum ramp-up | 125% | 101 |
Base damage | 100% | Players: 8116 |
Maximum fall-off | 53% | 43 |
Point blank | 101-96 | |
Medium range | 45-81 | |
Long range | 41-43 | |
Mini-crit | 109 | |
Afterburn | 3 / tick 36 total | |
Afterburn (mini-crit) | 4 / tick 48 total | |
Function times | ||
Attack interval | 0.8s | |
Reload (first) | 1.3s | |
Reload (consecutive) | 0.85s | |
Afterburn duration | 6 s | |
Values are approximate and determined by community testing. |
Item set
Dr. Grordbort's Victory Pack | |
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Effect |
No effect |
Crafting
Blueprint
Reclaimed Metal | Black Box | Cow Mangler 5000 | ||
+ | = |
Class Token - Soldier | Slot Token - Primary | Scrap Metal | Possible Results | |||||||||||||||||||
+ | + | = |
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As a Crafting Ingredient
Cow Mangler 5000 | Refined Metal | Possible Results | ||||||||||||||||||
+ | x4 | = |
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Update history
July 20, 2011 Patch (Dr. Grordbort's Victory Pack)
- The Cow Mangler 5000 was added to the game.
- Improved the impact sounds for the Cow Mangler 5000’s projectiles.
- Optimized many particle effects related to the Cow Mangler 5000.
- Updated the Cow Mangler 5000 to display the drawbacks in its attribute list.
- Updated the gamehaptics file
- Added recoil/draw/crit/reload forces for the Cow Mangler 5000
- Added charge shot force for the Cow Mangler 5000
July 22, 2011 Patch #2
- Fixed the charged shot sometimes doing more damage than intended.
- Fixed a bug that caused the projectiles to stay in the world after a team change.
- Slowed reload rate by 5%.
- Corrected the damage ramp for the Cow Mangler 5000
Unused Content
- The Cow Wrangler 5000 has coding in the VMT file that allows it to be paintable, but remains unused.
Bugs
- Once the Soldier begins charging a shot, the weapon will fire a charged shot even if the charging process is interrupted by getting stunned or the Soldier's team losing.
- Deactivating the losing team's Sentries during humiliation will cause them to reactivate afterwards and shoot the winning team.
- Upon destroying an Engineer's building, the kill icon will still include a stick figure's body and skeleton.
- Afterburn kills will be credited to whichever weapon slot the user is currently holding; holding an item that is not a weapon (such as the Buff Banner) shows the generic skull-and-crossbones icon.
- Causing an enemy spy to feign death with the Mangler will sometimes create two corpses: one a ragdoll corpse and the other a vaporized corpse.
- Several Pyro achievements, such as "Controlled Burn," can be earned using the afterburn of the charged blast.
- Attempting to rocket jump with a charged shot will set the user on fire, awarding the "Pilot Light" achievement.
- The fire damage self-inflicted on the Soldier by the weapon is treated as an environmental hazard. As such, the last enemy to injure the player will be credited in the kill feed should the Soldier die from the afterburn damage.
- There is no kill icon for a deflected kill with this weapon.
- Pyros who reflect the projectile will deal full Critical damage instead of Mini-Crits
- In addition, charged shots do 292 damage on direct hits when reflected (how this number is calculated is unknown)
- It is still possible to taunt and quickly press secondary fire to charge a shot. The result is a rocket fired from the Soldier's chest as he taunts.
- It is possible to taunt during a right-click 'reload'; the reload sound will play, but the soldier will execute his taunt animation instead.
- If the Soldier is killed by his own laser, his gibs will glow with the opposing team's colors.
- This weapon will not glow when being mini-crit boosted.
- If the Soldier changes from the Mangler to another rocket launcher using a Resupply locker while charging a shot, he will be stuck with the slower moving speed until he changes class or finishes firing a charged shot.
- Unlike the Rocket Launcher, projectiles sometimes can pass through allies.[citation needed]
Gallery
See also
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