Grenade launcher

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Grenade launcher

Basic Info
Used By: Demoman
Slot: Primary
Ammo Info
Loaded: 4 (6 on a PS3)
Carried: 16

Information

The Demoman's primary weapon is the Grenade Launcher. Grenades arc significantly after being fired, and the distance a round will travel depends on the angle at which it was fired (when shooting long distances, though, it's often better to jump and fire than change the angle of fire much past 45 degrees). Grenades will bounce on any surface, albeit very inelastically, and will only detonate on contact with enemies before the first bounce. Grenades launch to the right of the cross-hair, so you should lead to the left to compensate, this is important especially when in close range with faster classes such as Scouts.

Grenades are timed and will detonate after 2.3 seconds, assuming they don't detonate on impact with an enemy. Direct hits with grenades have very little splash range, and will only damage you if the enemy is face to face with you (whereas grenades that detonate after the first bounce have more splash range, but do a lot less damage). Grenades have the advantage of never suffering from falloff damage; hits at long range will still do full damage. There is a blast radius falloff: the greater the distance from the epicenter of the blast, the less damage will be done (even for critical hits).

Inexperienced Demoman can injure themselves with their grenades. Doing so on purpose to grenade jump is a lot harder then sticky jumping and you won't fly as far, though sometimes its a good idea if you don't want to detonate all your planted stickies.

You can tell when a grenade is about to explode: each second after a grenade is fired a colored ring appears around it. When there are 3 rings it is about to explode (4 seconds). The model for the weapon seems to be based on the M79 grenade launcher, albeit modified from a single shot, breech loading mechanism to a six shot, rotary cylinder.

Damage

  • Direct Hit:
    • Any range: 64-132
    • Self damage: 42-73 damage (only from point blank range)
      • Critical hit: Deals same amount of self damage as a regular grenade (42-73)
  • After Grenade Bounces:
    • Any range: 22-64
    • Self damage: 25-64 (depending on how far you are from the explosion)
      • Critical hit: Deals same amount of self damage as a regular grenade (25-64)

Note: Explosive damage varies depending on how it hits a player, the larger the classes hit box and the closer you are to the explosion the more damage you will take, the further away from the explosion the less damage you can take. Explosions do the most damage when they happen at the mid point of a player model, the explosion will cover more of the hit box and thus do the most damage. Damages are approximate and determined by community testing.




Weapons Scout Soldier Pyro Demoman Heavy Engineer Medic Sniper Spy
Primary Standard Scattergun Rocket launcher Flamethrower Grenade launcher Minigun Shotgun Syringe gun Sniper rifle Revolver
Unlockable --- --- Backburner --- Natascha --- Blutsauger --- ---
Secondary Standard Pistol Shotgun Shotgun Stickybomb launcher Shotgun Pistol Medigun Submachine gun Electro sapper
Unlockable --- --- Flare gun --- Sandvich --- Kritzkrieg --- ---
Melee Standard Bat Shovel Fire axe Bottle Fists Wrench Bonesaw Kukri Knife
Unlockable --- --- Axtinguisher --- K.G.B --- Übersaw --- ---

Scrapped Weapons
Grenades FragBear trapNailNapalmMIRVEMPHealGasConcussion
Misc. CrowbarNailgunLead pipeBranding ironClubOverhealerSyringeTranquilizerBeer stein
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