Difference between revisions of "Detonator"
(→Update history: Added materials optimization and some undocumented flare jump stuff) |
(Replaced quote with description from the hidden page. Cleaned up stats box with tooltips, reordered bugs so gameplay-affecting ones are at top.) |
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{{hatnote|This article is about the Detonator weapon. For the character, see [[Gang Garrison 2#Classes|Gang Garrison 2]]}} | {{hatnote|This article is about the Detonator weapon. For the character, see [[Gang Garrison 2#Classes|Gang Garrison 2]]}} | ||
− | {{Quotation| | + | {{Quotation|Detonator publicity blurb|The concept THEY warned us was TOO HOT for the internet! The weapon THEY ordered us NOT TO SHIP! For the class THEY BANNED from EVERY SINGLE day of the Uber Update!}} |
− | The '''Detonator''' is a [[ | + | The '''Detonator''' is a [[Steam Workshop|community-made]] [[Weapons#pyrosecondary|secondary weapon]] for the [[Pyro]]. It is a [[Flare Gun]] with a modified elongated barrel attached, an extra curved sight, and spiral paint designs on the chamber. |
This weapon fires unique firework "flare" [[projectiles]] which, upon contact with an enemy, will deal slight damage as well as set them [[fire|alight]]. Should a flare strike an enemy already on fire, [[Critical hits#Mini-crits|mini-crit]] damage will be inflicted and the target's [[afterburn]] duration will be reset. | This weapon fires unique firework "flare" [[projectiles]] which, upon contact with an enemy, will deal slight damage as well as set them [[fire|alight]]. Should a flare strike an enemy already on fire, [[Critical hits#Mini-crits|mini-crit]] damage will be inflicted and the target's [[afterburn]] duration will be reset. | ||
− | The weapon's main trait, however, is it's eponymous detonation ability. Whilst a flare is in flight, pressing secondary fire will cause it to [[explosion|explode]], creating a small blast radius which damages and ignites nearby enemy players. The [[knock back]] from the explosion can also be used to [[Jumping#Detonator jump|flare jump]] in a manner similar to [[Jumping#Basic rocket jump|rocket]] or [[Jumping#Basic stickyjump|sticky jumping]], however, Pyros wielding the Detonator will suffer an additional 25% damage taken from their own explosive weapons, reducing the usage of this technique. | + | The weapon's main trait, however, is it's eponymous detonation ability. Whilst a flare is in flight, pressing secondary fire will cause it to [[explosion|explode]], creating a small blast radius which damages and ignites nearby enemy players. Flares will also explode upon contact with the world; this has a smaller radius than a manually detonated flare. The [[knock back]] from the explosion can also be used to [[Jumping#Detonator jump|flare jump]] in a manner similar to [[Jumping#Basic rocket jump|rocket]] or [[Jumping#Basic stickyjump|sticky jumping]], however, Pyros wielding the Detonator will suffer an additional 25% damage taken from their own explosive weapons, reducing the usage of this technique. |
[[Taunt]]ing with the Detonator equipped allows the Pyro to perform a deadly [[Hadouken]]. | [[Taunt]]ing with the Detonator equipped allows the Pyro to perform a deadly [[Hadouken]]. | ||
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| damage = yes | | damage = yes | ||
− | | base = 30<br/>Flare detonation: 10-20<br />Flare explosion: 56 | + | | base = 30<br/>Flare detonation: 10-20<br />Flare explosion: {{tooltip|56|Damage caused by flare detonating on impact with world}} |
− | | crit = 90 | + | | crit = 90 |
− | | minicrit = 41 | + | | minicrit = {{tooltip|41|Detonated flares will not receive the mini-crit bonus against burning targets}} |
− | | afterburn = 3 / tick<br/>60 total | + | | afterburn = {{tooltip|3 / tick|6 / sec}}<br/>60 total |
− | | afterburn minicrit = 4 / tick<br/>80 total | + | | afterburn minicrit = {{tooltip|4 / tick|8 / sec}}<br/>80 total |
| function times = yes | | function times = yes | ||
| attack interval = 2.02 s | | attack interval = 2.02 s | ||
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| selfdamage jump = 39-68 | | selfdamage jump = 39-68 | ||
}} | }} | ||
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{{Weapon Demonstration}} | {{Weapon Demonstration}} | ||
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* In some instances, most notably when the player switches to a different weapon after firing a flare, the flare will deliver a critical hit to a burning enemy. This can also apply to reflected flares, but can be negated where the reflecting Pyro themselves switch to the Detonator as the flare travels; in that instance, the flare will only deliver mini-crit damage. | * In some instances, most notably when the player switches to a different weapon after firing a flare, the flare will deliver a critical hit to a burning enemy. This can also apply to reflected flares, but can be negated where the reflecting Pyro themselves switch to the Detonator as the flare travels; in that instance, the flare will only deliver mini-crit damage. | ||
* When detonating a flare in a large group of enemies, the weapon may only apply afterburn to one enemy. | * When detonating a flare in a large group of enemies, the weapon may only apply afterburn to one enemy. | ||
+ | * Holding alt-fire will prevent the Detonator from firing. | ||
* Despite having a unique firework model that is seen when reloading, the weapon fires the Flare Gun's projectile model. | * Despite having a unique firework model that is seen when reloading, the weapon fires the Flare Gun's projectile model. | ||
− | * Similarly to the | + | * Similarly to the Flare Gun, The Pyro's fingers clip slightly into the barrel of the weapon. |
* If a Pyro were to reflect a flare and hit a target who then dies from the afterburn, the kill icon will be that of the Detonator and not the reflected flare icon. | * If a Pyro were to reflect a flare and hit a target who then dies from the afterburn, the kill icon will be that of the Detonator and not the reflected flare icon. | ||
− | * From a first-person view, the flare seems to fire from behind the Detonator, much like the | + | * From a first-person view, the flare seems to fire from behind the Detonator, much like the Flare Gun. |
* When an enemy is hit with a detonated flare, the blood particles will come from where the flare was detonated, instead of the player. | * When an enemy is hit with a detonated flare, the blood particles will come from where the flare was detonated, instead of the player. | ||
* When firing a critical flare, the Detonator uses the Flare Gun's critical hit sounds. | * When firing a critical flare, the Detonator uses the Flare Gun's critical hit sounds. | ||
* When dropped on death, the Detonator's flare shows as part of the model. This is due to the model of the projectile being held behind the gun until reloading. (Hidden in both client and world view until the Detonator is dropped after death). | * When dropped on death, the Detonator's flare shows as part of the model. This is due to the model of the projectile being held behind the gun until reloading. (Hidden in both client and world view until the Detonator is dropped after death). | ||
− | + | ||
== Gallery == | == Gallery == |
Revision as of 20:10, 28 November 2011
“ | The concept THEY warned us was TOO HOT for the internet! The weapon THEY ordered us NOT TO SHIP! For the class THEY BANNED from EVERY SINGLE day of the Uber Update!
— Detonator publicity blurb
|
” |
The Detonator is a community-made secondary weapon for the Pyro. It is a Flare Gun with a modified elongated barrel attached, an extra curved sight, and spiral paint designs on the chamber.
This weapon fires unique firework "flare" projectiles which, upon contact with an enemy, will deal slight damage as well as set them alight. Should a flare strike an enemy already on fire, mini-crit damage will be inflicted and the target's afterburn duration will be reset.
The weapon's main trait, however, is it's eponymous detonation ability. Whilst a flare is in flight, pressing secondary fire will cause it to explode, creating a small blast radius which damages and ignites nearby enemy players. Flares will also explode upon contact with the world; this has a smaller radius than a manually detonated flare. The knock back from the explosion can also be used to flare jump in a manner similar to rocket or sticky jumping, however, Pyros wielding the Detonator will suffer an additional 25% damage taken from their own explosive weapons, reducing the usage of this technique.
Taunting with the Detonator equipped allows the Pyro to perform a deadly Hadouken.
The Detonator was previously tested in Team Fortress 2 Beta.
Contents
Damage and function times
Damage and function times | ||
---|---|---|
Shot type | Projectile | |
Damage | ||
Base damage | 100% | 30 Flare detonation: 10-20 Flare explosion: 56 |
Critical | 90 | |
Mini-crit | 41 | |
Afterburn | 3 / tick 60 total | |
Afterburn (mini-crit) | 4 / tick 80 total | |
Splash damage | ||
Minimum splash | 50% | {{{splash radius}}} |
Self-damage | 39-68 | |
Self damage (rocket jump) | 39-68 | |
Function times | ||
Attack interval | 2.02 s | |
Values are approximate and determined by community testing. |
Demonstration
Crafting
Blueprint
Reclaimed Metal | Flare Gun | Detonator | ||
x2 | + | = |
Class Token - Pyro | Slot Token - Secondary | Scrap Metal | Possible Results | |||||||||||||||||||
+ | + | = |
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Related achievements
General
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Soldier
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Pyro
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Heavy
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Engineer
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Medic
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Sniper
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Spy
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Update history
- The Detonator, a new Flare Gun, has been added. Its stats are:
- Alt-fire detonates flare in flight
- Creates a small explosion that catches players on fire
- 20% explosion damage vulnerability
- Alt-fire detonates flare in flight
- Detonation particle effect increased to better match the radius
- [Undocumented] Added a new sound effect for projectile.
- Hooked up new Detonator sounds
- Flares now detonate on impact with the world, but with a greatly reduced radius (manually detonated radius unchanged)
- Replaced +20% increased blast damage with +20% increased self blast damage
- [Undocumented] The Detonator will now deal mini-crits, instead of crits, on burning targets
- [Undocumented] Flare jump height has been made more consistent and no longer fluctuates based on latency
June 23, 2011 Patch (Über Update)
- The Detonator was added to the main game.
- [Undocumented] Self blast damage increased to +25%
- [Undocumented] Maximum flare jump height greatly reduced
- Added/Refined recoil/draw/crit/reload forces for all of the new weapons in the Uber Update
- Refined reload force for the Detonator
- Optimized the Detonator's materials to improve performance
Bugs
- In some instances, most notably when the player switches to a different weapon after firing a flare, the flare will deliver a critical hit to a burning enemy. This can also apply to reflected flares, but can be negated where the reflecting Pyro themselves switch to the Detonator as the flare travels; in that instance, the flare will only deliver mini-crit damage.
- When detonating a flare in a large group of enemies, the weapon may only apply afterburn to one enemy.
- Holding alt-fire will prevent the Detonator from firing.
- Despite having a unique firework model that is seen when reloading, the weapon fires the Flare Gun's projectile model.
- Similarly to the Flare Gun, The Pyro's fingers clip slightly into the barrel of the weapon.
- If a Pyro were to reflect a flare and hit a target who then dies from the afterburn, the kill icon will be that of the Detonator and not the reflected flare icon.
- From a first-person view, the flare seems to fire from behind the Detonator, much like the Flare Gun.
- When an enemy is hit with a detonated flare, the blood particles will come from where the flare was detonated, instead of the player.
- When firing a critical flare, the Detonator uses the Flare Gun's critical hit sounds.
- When dropped on death, the Detonator's flare shows as part of the model. This is due to the model of the projectile being held behind the gun until reloading. (Hidden in both client and world view until the Detonator is dropped after death).
Gallery
The Detonator hidden page in the Uber Update.
See also
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