Sticky bomb launcher
From TF2 Wiki
"Ye appear to 'ave trodden on a mine!"
- The Demoman
Information
The Sticky Bomb Launcher (labeled confusingly in files as 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, or if they are shot by any bullet-based weapon (Shotgun, Sniper Rifle, Minigun, etc.) (Excluding Xbox and PS3 version). 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. When detonated or otherwise destroyed, sticky bombs leave a few broken pieces scattered about, each of which be picked up for a single unit of metal or ammo.
The Demoman can also use sticky bombs to propel himself, similar to the Soldier's ability 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. 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 do splash damage: 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. However, if the enemy dies because of the fall damage, the Demoman will not get credit for the death.
By holding down the fire button, rather than simply clicking it, the 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, and the launcher will begin to tremble when it reaches its zenith.
Damage
- Base: 120
- Max Ramp Up: 115% (138 damage)
- Max Fall Off: 50% (60 damage)
- Min Crit: 162
- 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. Base damage is the damage done at 512 units before damage variance or bullet spread. Ramp up maxes out at 0 units. Fall off maxes out at 1024 units. Damages are approximate and determined by community testing.
Another Note: Sticky bombs suffer from damage falloff like that of most weapons for the first five second's of its life. Similarly to the rocket launcher, the multiplier at point blank is reduced from 150% to 115%. After those 5 seconds, the sticky bomb's distance multiplier becomes 1.0
Function Times
- Attack Interval: 0.66
- Reload Base: 1.1
- Additional Reload: 0.66
- Sticky Bomb Initialization: 0.92
Reload base is the time it takes to reload the first ammo. Additional reload is the time it takes to reload each ammo after the first. Sticky bomb initialization is the time from when the sticky bomb leaves your weapon to when you're allowed to detonate it. All times are in seconds. Times are approximate and determined by community testing.
See also
Trivia
- Based on its name on that Stats page, the Sticky bomb Launcher was originally supposed to be the Pipe bomb Launcher, a weapon from the old Team Fortress games. It is likely that it would be close to the Pipe bomb Launcher in the old games; it would have been similar to the Grenade launcher, but the grenades would only detonate when the player pressed the alt fire key. The Pipe bomb launcher's grenade is still in the game's files.
- Increasing the field of view shows that, in first person, the sticky bomb launcher is held in one hand. Whereas if you view a Demoman in the world, he holds it in two hands, utilizing the forward grip.
- In the loadout menu, the Sticky bomb launcher is listed as the primary weapon of the Demoman, while it's the secondary.
External Links
| 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 | Force-A-Nature | ? | Backburner | ? | Natascha | ? | Blutsauger | Huntsman | Ambassador | |
| Secondary | Standard | Pistol | Shotgun | Shotgun | Sticky bomb launcher | Shotgun | Pistol | Medigun | Submachine gun | Electro sapper |
| Unlockable | Bonk! Atomic Punch | ? | Flare gun | ? | Sandvich | ? | Kritzkrieg | Jarate • Razorback | --- | |
| Melee | Standard | Bat | Shovel | Fire axe | Bottle | Fists | Wrench | Bonesaw | Kukri | Knife |
| Unlockable | The Sandman | ? | Axtinguisher | ? | K.G.B. | ? | Übersaw | --- | --- | |
| Special | Standard | N/A | N/A | N/A | N/A | N/A | PDA | N/A | N/A | Invisibility watch • Disguise kit |
| Unlockable | N/A | N/A | N/A | N/A | N/A | ? | N/A | N/A | Dead Ringer • Cloak and Dagger | |
| Taunt | Taunt Attacks | Bonk | ? | Hadouken | ? | Showdown | ? | Oktoberfest | Arrow | Fencing |
| Scrapped Weapons | |
| Primary | Ludmila • Nailgun • Tranquilizer • Walkabout |
|---|---|
| Secondary | Backpack • Overhealer • Syringe |
| Melee | Beer stein • Branding iron • Catcher's mitt • Club • Crowbar • Lead pipe |
| Grenades | Bear trap • Concussion • EMP • Frag • Gas • Heal • MIRV • Nail • Napalm |
