Stickybomb launcher
From TF2 Wiki
Information
The Stickybomb Launcher AKA the Pipe bomb launcher, is the Demoman's secondary weapon. It launches small bombs that stick to almost any surface, and do not detonate until the player detonates them manually, though they will disappear harmlessly if the Demoman who fired them dies. Up to eight sticky bombs can be placed; the oldest sticky bomb detonates when the player tries to deploy a ninth bomb. A small number display next to the ammo count tells the user how many sticky bombs are currently placed.
The Demoman can also use Stickybombs to propel himself, similar to the Soldier's abilty to Rocket jump, which can also be used to juggle enemy players. Sticky bombs immediately stick to whatever surface they are fired upon, but they will bounce off of enemy players, buildings, or gates. Sticky bombs can be destroyed by bullets, or moved with explosive pressure (such as rockets, Flamethrower blasts, and other Stickybombs). Bombs can be redirected in mid-air by the scout's bat (see: Baseball) or the pyro's compressed air blast. Critical hit sticky bombs can be identified by a glowing aura surrounding them. Eight (critical) Sticky bombs do more damage at one time than any other weapon in TF2. Sticky Bombs have the advantage of never suffering from falloff damage, even hits at long range will still do full damage. But there is blast radius falloff, the greater distance from the epicenter of the blast the less damage will be done (even for critical hits). Note that stickies can do more damage if the enemy is propelled into the air by the force of the blast, subsequently receiving fall damage upon landing.
By holding down the fire button, rather than simply clicking it, the grenade launcher can be charged up to launch a Sticky bomb over greater distances. A meter below the ammo count will show how much force is behind the sticky bomb. You can hold this fully charged up shot by holding down the reload key or the alternate attack key (usually Mouse2), which will prevent the sticky from launching. Once you release your reload key or alternate attack key, the sticky will fire at maximum speed and range.
Damage
- 6ft from explosion: 47-90
- Critical Hit: 180
- 3ft from explosion: 60-124
- Critical Hit: 261
- Directly Underneath: 74-153
- Critical Hit: 353
- Self damage: 45-114 (depending on how far you are from the explosion)
- Critical Hit: Deals same amount of self damage as a regular sticky (45-114)
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.
See also
| 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 |
