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 is a small energy drink can with a team-appropriate label; RED's flavor of Bonk! is "Cherry Fission", while BLU's 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 any weapons. When any 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!. It can be used while capturing objectives such as control points or the Payload cart, but doing so will negate the Scout's capture. The effect of Bonk! will cease if a Scout using it activates a resupply cabinet.
While drinking, being hit by Natascha, the Flamethrower's compression blast, the Force-A-Nature and being launched in the air by explosives will interrupt the drinking process. This cancels the use, but still counts as consumption, and drains the recharge meter as such.
Bonk! Atomic Punch is automatically given to any player who obtains 22 Scout achievements.
Contents
Function times
Function times (in seconds) | ||
---|---|---|
Consumption time | 1.2 s | |
Recharge time | 24 s | |
Effect duration | 6 s | |
Values are approximate and determined by community testing. |
Demonstration
Crafting
Blueprint
Class Token - Scout | Slot Token - Secondary | Scrap Metal | Possible Results | |||||||||||||||||||
+ | + | = |
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As a Crafting Ingredient
Bonk! Atomic Punch | Kritzkrieg | Crit-a-Cola | ||
+ | = |
Bonk! Atomic Punch | Batter's Helmet | Bonk Helm | ||
x2 | + | = |
Related achievements
Scout
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Update history
February 24, 2009 Patch (The Scout Update)
- The Bonk! Atomic Punch was added to the game.
- Scouts now drop the flag, if carrying it, when they drink this item.
- The ammo count can no longer be exploited through use of a resupply cabinet.
December 17, 2009 Patch (WAR! Update)
- Added recharge sound to abilities with a recharge bar.
- Fixed the lack of phase effect while using this item.
- 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 Ball.
- [Undocumented] This item was added in the Crit-a-Cola's crafting blueprint.
- [Undocumented] This item was added in the Bonk Helm's crafting blueprint.
- [Undocumented] This item was added in the Dalokohs Bar's crafting blueprint.
September 30, 2010 Patch (Mann-Conomy Update)
- [Undocumented] Scouts will always switch to a melee weapon upon using this item. This was done to fix the issue of players being able to fire their weapons immediately after drinking by holding the primary fire button.
December 17, 2010 Patch (Australian Christmas)
- [Undocumented] Scouts no longer default to their melee weapon upon using this item.
- [Undocumented] This item was removed from the Dalokohs Bar's crafting blueprint.
Bugs
- The afterburn from the Flare Gun cannot be dodged and will result in the Scout taking fire damage.
- Drinking Bonk! with the Sandman equipped 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 whomever hit the Scout. This includes the Übersaw, Black Box and hitting the Scout if he is covered in Mad Milk among others.
- Touching the gate of a Payload map at the moment the round starts while under the influence of Bonk! Atomic Punch will make the Scout invulnerable for the whole round.
- The effects of Bonk! Atomic Punch will not protect the player from the damaging fires of the torches of Egypt.
- If a Scout uses Bonk! Atomic Punch to become invincible and whilst invincible uses console commands, either
kill
orexplode
, to commit suicide, the kill will be awarded to the last member of the enemy team to hit the Scout with their weapons, even if the Scout phased through the attack and received no damage. - Should the player consume the drink immediately upon touching a resupply cabinet, he will be granted an additional Bonk! Atomic Punch, shown by the ammo counter. This extra drink can be consumed as soon as the first Bonk! Atomic Punch effects wears off.
- Using the Director's Vision taunt while having this weapon in your hands will deplete the bar fully without actually giving you the "Bonk!" effect.
Trivia
- The ingredients of Bonk! and Crit-a-Cola are water, radiation and sugar. Looking closely, the rest of the ingredients are listed as random letters.
- An active adult's daily recommended sugar intake is around 90g. Assuming the drink really contains the advertised several hundred times worth of daily recommended sugar, the can's contents would have to weigh at least 9 kg, or roughly 20 lbs.
- The Sandman's Home Run is the only attack the Scout can perform during the invulnerability period of Bonk! Atomic Punch, and can be helpful if used succesfully.
- Bonk! Atomic Punch shares its texture files with the Bonk Helm.
Gallery
Related merchandise
See also
External links
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