Stickybomb Launcher (TF2Mod)
< TF2Mod
The Stickybomb Launcher is a Secondary Weapon for the Demoman. It fires a stickybomb that deals splash damage with knockback. However, the projectile that this weapon launches stick on surfaces or bosses and is affected by gravity. Additionally, stickybombs don't detonate by themselves and require the Demoman to right-click to arm them. Furthermore, holding left-click charges the weapon, allowing stickybombs to be launched further. Lastly, the user can perform a sticky jump by shooting below him, while standing on the ground and detonating the stickybombs, propelling him upwards with some self-damage. This weapon is a stock weapon and can be obtained immediately if the Demoman class is chosen.
Damage and Function Times
Statistics | |
---|---|
Weapon Type | Stickybomb Launcher |
Clip Size | 8 |
Reload Type | Single |
Damage | |
Base Damage | 120 |
Splash Damage | |
Splash Radius | 62.5 feet |
Self-Damage | 25% |
Function Times | |
Attack Interval | 0.6 seconds |
Reload (First) | 1.09 seconds |
Reload (Consecutive) | 0.67 seconds |
Activation Time | 0.7 seconds |
Maximum Charge Time | 4 seconds |
Notes
- Since the Stickybomb Launcher uses local immunity frames, a single stickybomb can hit and damage multiple enemies simultaneously.
- Also, multiple stickybombs can hit a single enemy, meaning that damage from each stickybomb is stacked.
- This weapon cannot fire anymore stickybombs if it has fired 8 unarmed stickybombs. More stickybombs can be shot if the previous ones explode.
- Stickybombs have a slower velocity than bullets. In addition, they also stick to tiles or bosses, are affected by gravity, and only explode from Demoman's input.
- Stickybombs can only be detonated with the Stickybomb Launcher that they were shot from.
- Stickybombs cannot be detonated when the player is reloading or if they are younger than 0.7 seconds.
- Stickybombs fall to the ground if the boss they were stuck to dies. However, they can still cling to another boss.
Strategies
- The Stickybomb Launcher is only efficient for crowd control.
- Stickybomb jumping deals significantly more self-damage than rocket jumping.
- Only one stickybomb should be used for sticky jumping.
- Additionally, the Demoman must keep track of his health to avoid accidentally blowing himself up.
- The Stickybomb Launcher's single reload style can diminish damage output. Therefore, it's important for the Demoman to know when to reload.
- Stickybombs can attach themselves to bosses. This is useful for taking out multiple segments or summoned minions.