Bonk! Atomic Punch
“ | Bonk! is fulla radiation, which as we all know is pretty great for givin' people superpowers.
— Bonk! Atomic Punch publicity blurb
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” |
Bonk! Atomic Punch is an unlockable secondary weapon for the Scout class. It appears as a small energy drink can with a team appropriate label. RED's flavor of Bonk! is "Cherry Fission", while the BLU version is "Blutonium Berry".
Upon drinking, this weapon provides temporary invincibility to the player from any type of damage, bar environmental and telefragging. The player's view is forced into third-person mode upon drinking, during which they can maneuver and jump as they see fit, but will be unable to use weapons. When any of type of bullet or projectile hits a Scout under the drink's effects, a "Miss!" signal will appear above the class's head followed by one of many responses. The Scout has unlimited Bonk! cans at his disposal, but cannot take out another can until his cooldown period (shown in the HUD) is over.
Sentry Guns will not damage a Scout under the influence of Bonk!, but he will still experience knockback. If a Scout is set on fire while he drinks Bonk!, he will not take damage from further Flamethrower attacks or from afterburn, but will resume being damaged by the flames should they persist after the drink wears off. It is possible to be soaked with Jarate while under the effect of Bonk!, but it will only affect the damage taken after Bonk!'s effects have worn off. Bonk! cannot be used while carrying the intelligence, nor can a Scout grab the intelligence under the effect of Bonk!.
Contents
Function times
- Drinking: 1.2 seconds (interruptable)
- Buff Duration: 6 seconds
- Bonk! Recharge Time: 24 seconds (after bonus wears off)
All times are determined by community testing.
Demonstration
As a Crafting Ingredient
Kritzkrieg | Bonk! Atomic Punch | Crit-a-Cola | ||
+ | = |
Bonk! Atomic Punch | Sandvich | Dalokohs Bar | ||
+ | = |
Batter's Helmet | Bonk! Atomic Punch | Bonk Helm | ||
+ | x2 | = |
Related Achievements
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Previous Changes
- The ammo count can no longer be exploited through use of a resupply cabinet.
- The lack of phase effect on a Scout under the effects of Bonk! is fixed; it had previously been missing for a while.
- The slowdown disadvantage after using the weapon is removed as a balance fixture. A cooldown bar is added before it can be used, similar to the Sandman's Balls.
- Scouts will always switch to a melee weapon upon drinking Bonk!. This was done to fix the issue of players being able to fire their weapons immediately after drinking by holding the primary fire button.
Bugs
- Currently, the afterburn from the Flare Gun results in not being "dodged".
- Drinking a Bonk! and then walking into a Resupply Cabinet will cancel the effects of your Bonk!
- Drinking Bonk! with the Sandman removes the Scout's baseball. If the ball's recharge meter is full, the ball will not be returned in any way other than restocking at a resupply cabinet.
- On-hit effects still are granted to whoever hit the Scout. This includes the Übersaw, Black Box, hitting the Scout if he is covered in Mad Milk, and more.
- A player under the effects of Bonk! and Mad Milk will still gain health to anyone who hits him/her.
- Being hit by Natasha while drinking will interrupt the drinking process. This cancels the use, but still counts as consumption, and as such drains the recharge meter.
Trivia
- The ingredients of Bonk! and Crit-a-Cola are water, radiation and sugar.
- An active adult's daily recommended sugar intake is around 90g. Assuming the drink really contained the advertised "several hundred times" worth of daily recommended sugar, the can's contents would have to weigh at least 9 kg, about 20 lbs.
- The Sandman's Home Run is the only attack the Scout can perform during the invulnerability period of Bonk! Atomic Punch.
Gallery
- Bonk! Atomic Punch 1st person blu cropped.png
BLU 1st person view.
- Bonk! Atomic Punch 1st person red cropped.png
RED 1st person view.
See also
External links