Grenade launcher
From TF2 Wiki
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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
- Critical hit: 280-300
- Self damage: 42-73 damage (only from point blank range)
- Critical hit: Deals same amount of self damage as a regular grenade (42-73)
- Any range: 64-132
- After Grenade Bounces:
- Any range: 22-64
- Critical hit: 190 (Splash at 3ft/1m: 100 crit)
- 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)
- Any range: 22-64
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 | Frag • Bear trap • Nail • Napalm • MIRV • EMP • Heal • Gas • Concussion |
|---|---|
| Misc. | Crowbar • Nailgun • Lead pipe • Branding iron • Club • Overhealer • Syringe • Tranquilizer • Beer stein |
| Language: |
English • Русский |
