Grenade Launcher

From Team Fortress Wiki
Revision as of 01:00, 24 December 2014 by WindBOT (talk | contribs) (Auto: WordFilter((?<!a )(?<!one )(?<!on )(?<!\()(?<!placed )(?<!single )\bDirect Hit → Direct Hit) (Review RC#1860869))
Jump to: navigation, search
KA-BOOM!
The Demoman

The Grenade Launcher is the default primary weapon for the Demoman. It is a multiple-round, break-action grenade launcher with adjustable weapon sights, wooden stock and foregrip.

It fires glowing grenade projectiles that travel at approximately 1215–1220 Hammer units per second, and detonate either on direct contact with enemies or approximately 2.3 seconds after being fired. The grenades bounce with a degree of unpredictability because they have a spin. The ability of the grenades to bounce can be used to indirectly attack enemies around corners. Unlike most projectiles, the grenades are not affected by damage falloff. They arc significantly downward after being fired and launch slightly to the right of the cross-hair. Grenades can also be used for a makeshift explosive jump.

Damage and function times

See also: Damage
Damage and function times
Shot type Projectile
Damage type Explosive
Ranged or Melee damage? Ranged
Damage
Base damage 100% Direct: 100
Splash: 22-64
Critical Direct: 300
Splash: 190
Mini-crit Direct: 135
Splash: 29-86
Splash damage
Minimum splash 50% 3 ft
Damage reduction 1% / 2.88
Self-damage Point-blank: 42-74
Splash: 25-64
Function times
Attack interval 0.6 s
Reload (first) 1.24 s
Reload (consecutive) 0.6 s
Values are approximate and determined by community testing.

Note: Explosive damage varies depending on how it hits a player. The larger the classes' hit box and the closer to the explosion, the more damage delivered. The further away from the explosion, the less damage. However, the Grenade Launcher will always deal the same damage to a player it collides with before it hits the ground. Distance between the target and user does not affect the Grenade Launcher's damage.

Demonstration

Strange variant


Related achievements

Leaderboard class demoman.png Demoman

Blind Fire
Blind Fire
Destroy an Engineer building that you can't see with a direct hit from your Grenade Launcher.


Bloody Merry
Bloody Merry
Provide an enemy player with a freeze cam of your smiling face.
Glasg0wned
Glasg0wned
Kill 25 Scouts and Pyros with the Grenade Launcher.


Laddy Macdeth
Laddy Macdeth
Kill 50 enemies with direct hits from the Grenade Launcher.

Update history

{{Update history | Pre-release Beta

  • Reduced Grenade Launcher loaded ammo from 6 to 4.

September 28, 2007 Patch

  • Demoman grenades no longer explode on contact after the first bounce.

October 9, 2007 Patch

  • Grenades now collide with players and Engineer buildings after the first bounce, but still won't explode on contact.

October 25, 2007 Patch

  • Fixed some edge cases where grenades could go through players or buildings.
  • Fixed grenade explosions being able to impart damage through thin ceilings.

February 28, 2008 Patch

  • Reduced Demoman's maximum Grenade Launcher reserve ammo from 30 to 16.

March 1, 2008 Patch (Xbox)

  • Fixed grenades going through players or buildings.

March 6, 2008 Patch

  • Fixed Demoman grenades not hurting the shooter if fired at point blank range against a target.
  • Fixed critical modifier for explosive weapons (rockets, pipe bombs) increasing critical chance more than intended.

April 29, 2008 Patch (Gold Rush Update)

  • Increased force taken by pipebombs by bullets and explosions.

July 1, 2008 Patch

  • Fixed bug that caused Demomen to take a small amount of extra damage from their own grenades and fly farther using them.

February 23, 2010 Patch

  • Fixed pipebombs not being removed if they explode in a func_nogrenades zone.

February 24, 2010 Patch

  • Fixed pipebombs not colliding correctly with players.

October 28, 2010 Patch

  • Fixed a bug with grenades sometimes exploding on friendly players.

December 17, 2010 Patch (Australian Christmas)

  • Updated the model to use c_models.

January 19, 2011 Patch

  • Updated model with optimizations and new LODs.

February 14, 2011 Patch

  • [Undocumented] Grenade Launchers using Name or Description Tags now properly use the c_model equivalent.

April 14, 2011 Patch (Hatless Update)

  • [Undocumented] Added phong shading to Grenade Launcher grenades.

June 23, 2011 Patch (Über Update)

  • [Undocumented] Added Strange quality.

July 22, 2011 Patch

  • Updated the gamehaptics file.
    • Refined the Demoman's Pipe Bomb Launcher reload forces.

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
Note: This fix also affected grenades.

December 20, 2012 Patch (Mecha Update)

March 19, 2013 Patch

  • The Festive variant can now accept Critical Kills strange parts.

November 21, 2013 Patch (Two Cities Update)

December 22, 2014 Patch (Smissmas 2014)

  • Direct Hit grenades now deal full damage to target regardless of where it struck the enemy. Previously full damage would only occur when grenades exploded closer to the targets feet.
  • Grenades now have the same base blast radius as rockets. Changed from 159Hu to 146Hu.
  • Damage variance on grenades reduced from +/- 10% damage to +/-2%.

Unused content

  • Like the regular stickybombs, the pipebombs for the Grenade Launcher have an unused normalmap.

Trivia

Gallery

See also