Stickybomb Launcher

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

The Stickybomb Launcher, is the default secondary weapon for the Demoman. It is a modified Template:W with a large magazine and wide barrel.

This weapon launches small spiked bombs that adhere to almost any surface, but bounce off enemy players, buildings, and certain map entities such as spawn gates or carts. Stickybombs do not explode on contact, but instead are detonated manually with secondary fire. The bombs disappear harmlessly in a white flash if the owner dies or if they are hit by bullets, syringes, melee attacks, or explosions caused by Scottish Resistance Stickybombs. Up to eight Stickybombs can be placed at one time; the oldest Stickybomb detonates when the player tries to deploy a ninth bomb. The total number of bombs in place on the map is shown in the HUD.

Should a Stickybomb be hit by an explosion or compression blast from any enemy weapon barring the Scottish Resistance, it is pushed away, but does not detonate. The Stickybombs are otherwise unharmed by the force of the blast. Stickybomb explosions deal splash damage: there is a blast radius falloff that causes less damage to be done the greater the distance a target is from the center of an explosion, even for critical hits. Note that sticky explosions can juggle targets for more damage.

The Demoman can also use Stickybombs to propel himself into the air. Unlike the Soldier, however, the self-damage incurred by such a tactic is much higher; sometimes as much as half of a Demoman's total health.

Stickybombs are fired from the launcher at 805 Hammer units per second, around 34 miles per hour. By holding down primary fire, the launcher can be charged up to launch a Stickybomb over greater distances. A meter below the ammo count will show how much force is behind the Stickybomb, 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 Stickybomb travels at a speed equivalent to approximately 230% of that of an uncharged one. It should be noted that Stickybombs will not be 100% accurate in where they land.

Damage and function times

See also: Damage
Damage and function times
Shot type Projectile
Damage
Maximum ramp-up 115% 138
Base damage 100% 120
Maximum fall-off 50% 60
Critical 6 ft: 180
3 ft: 261
Under: 353
Mini-crit 6 ft: 81
3 ft: 117
Under: 162
Splash damage
Minimum splash 50% 10 ft
Damage reduction 1% / 3.18
Splash damage range 6 ft: 47-90
3 ft: 60-124
Under: 103-138
Self-damage 45-114
Function times
Attack interval 0.6 s
Reload (first) 1.09 s
Reload (consecutive) 0.67 s
Activation time 0.92 s
Maximum charge time 4.00 s
Values are approximate and determined by community testing.

Demonstration

Strange variant


Related achievements

Leaderboard class soldier.png Soldier

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

Leaderboard class pyro.png Pyro

Hot Potato
Hot Potato
Reflect 100 projectiles with your compressed air blast.

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.


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

Leaderboard class sniper.png Sniper

Jumper Stumper
Jumper Stumper
Kill a rocket or grenade-jumping enemy in midair with your Sniper Rifle or the Huntsman.

Update history

September 27, 2007 Patch
  • Fixed prediction error that caused jittery Stickybomb Launcher behavior.

February 28, 2008 Patch

  • Reduced Demoman's maximum Stickybomb reserve ammo from 40 to 24.

March 6, 2008 Patch

  • Fixed critical modifier for explosive weapons (rockets, pipe bombs) increasing critical chance more than intended.

February 16, 2009 Patch

  • Stickybombs now get a reduced close range damage ramp up (like Rocket Launcher & Syringe Gun).
    • Ultimately reduces damage done by Stickybombs to enemies < 512 Hammer units from the Demoman.
  • Demoman's secondary weapon has been renamed to Stickybomb Launcher.

May 5, 2010 Patch

  • Fixed deflected Stickybombs becoming mini-crits when detonated.
  • Fixed deflected Stickybombs becoming crits if the Pyro was crit-boosted.

January 19, 2011 Patch

  • [Undocumented] The Stickybomb Launcher now drops the appropriate weapon on death, on RED team.

February 14, 2011 Patch

  • Fixed the Stickybomb Launcher viewmodel sleeves using the wrong team colors for team BLU.
  • Fixed melee attacks not destroying remote detonation pipes (Stickybombs).

April 20, 2011 Patch

June 23, 2011 Patch (Über Update)

  • [Undocumented] Added Strange quality.

July 18, 2011 Patch

  • Fixed a case where stickybombs could sometimes damage enemies on the other side of a wall.

July 22, 2011 Patch

  • Updated the gamehaptics file
    • Refined the Demoman's Stickybomb Launcher reload forces

December 15, 2011 Patch (Australian Christmas 2011)

December 19, 2011 Patch

  • Festive Stickybomb Launchers can now be gifted

April 27, 2012 Patch

  • [Undocumented] Stickybombs and grenades now have a team-colored aura when fired and a rapidly flashing critical particle effect.

May 3, 2012 Patch

  • Fixed a rendering error affecting sticky bomb particle effects

August 15, 2012 Patch (Mann vs. Machine Update)

  • [Undocumented] Added Silver and Gold Botkiller variants.

October 9, 2012 Patch

  • Added Rust, Blood, Carbonado, and Diamond Botkiller variants.

December 20, 2012 Patch (Mecha Update)

  • Added Silver and Gold Botkiller Mk. II variants.

Unused content

Unused Pipebomb model.
  • Based on its name displayed on the stats page, the Stickybomb Launcher was originally supposed to be the Pipebomb Launcher, a weapon from the first Team Fortress. It is thought to have been similar to the Grenade Launcher except that the grenades would only detonate when the player pressed the alt fire key (as seen in Trailer 2). The Pipebomb Launcher's grenade is still in the game files.
  • The regular stickybomb has an unused normal map, which is commented out in the VMT files and replaced by the alpha channels of the textures.

Bugs

Trivia

  • The Stickybomb Launcher bears resemblance to a weapon cut from Half-Life 2, simply named the "Sticky Launcher". Had it been included, it would have functioned in an almost identical manner, except that it would stick to enemies as well as map surfaces.
  • In a 2008 interview Robin Walker explained that internally at Valve, at one point Sticky Bombs were referred to as "winbombs" due to being perceived as too powerful by the development team.[1]

Gallery

Merchandise

See also

References

  1. Interview with Robin Walker (original thread source purged)