Difference between revisions of "Loose Cannon"

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{{Item infobox
 
{{Item infobox
| type             = weapon
+
| type               = weapon
| image           = Loose Cannon.png
+
| image             = Loose Cannon.png
| 3d-image-1       = Loose Cannon
+
| 3d-image-1         = Loose Cannon
| 3d-image-2       = Loose Cannon Projectile
+
| 3d-image-2         = Loose Cannon Projectile
| 3d-button-1     = default
+
| 3d-image-4        = Loose Cannon Festivized
| 3d-button-2     = colored_pair
+
| 3d-button-1       = default
| 3d-viewname-1   = Default
+
| 3d-button-2       = colored_pair
| 3d-viewname-2   = Projectile
+
| 3d-button-4        = colored_pair
| kill-icon-1     = loose cannon
+
| 3d-viewname-1     = Default
| kill-icon-2     = loose cannon pushed
+
| 3d-viewname-2     = Projectile
| used-by         = [[Demoman]]
+
| 3d-viewname-4      = Festivized
| slot             = primary
+
| kill-icon-1       = loose cannon
| weapon-script   = tf_weapon_cannon
+
| kill-icon-2       = loose cannon pushed
| contributed-by   = {{Backpack Item Link|76561198013299571|1330399255}}
+
| used-by           = [[Demoman]]
| released         = {{Patch name|12|20|2012}}<br />([[Mecha Update]])
+
| slot               = primary
| availability     = {{avail|Drop|Craft|Purchase|Crate60-strange|collectors}}
+
| weapon-script     = tf_weapon_cannon
| numbered         = no
+
| contributed-by     = {{Backpack Item Link|76561198013299571|1330399255}}
| ammo-loaded     = 4
+
| released           = {{Patch name|12|20|2012}}<br />([[Mecha Update]])
| ammo-carried     = 16
+
| availability       = {{avail|Drop|Craft|Purchase|Crate60-strange|collectors}}
| reload           = Single
+
| numbered           = no
| loadout         = yes
+
| ammo-loaded       = 4
   | level         = Level 10 Grenade Launcher
+
| ammo-carried       = 16
   | att-1-neutral = Cannonballs have a fuse time of 1 second; fuses can be primed to explode earlier by holding down the fire key.
+
| reload             = Single
   | att-2-positive = Cannonballs push players back on impact
+
| loadout           = yes
   | att-3-negative = Cannonballs do not explode on impact
+
  | item-kind        = Grenade Launcher
 +
   | level           = 10
 +
  | item-description = Double Donk! Bomb explosions after a cannon ball impact will deal mini-crits to impact victims
 +
   | att-1-neutral   = Cannonballs have a fuse time of 1 second; fuses can be primed to explode earlier by holding down the fire key.
 +
   | att-2-positive   = +20% projectile speed
 +
  | att-3-positive  = Cannonballs push players back on impact
 +
   | att-4-negative   = Cannonballs do not explode on impact
 
}}
 
}}
 
{{hatnote|This article is about the weapon.  For the comic, see [[Loose Canon]].}}
 
{{hatnote|This article is about the weapon.  For the comic, see [[Loose Canon]].}}
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The '''Loose Cannon''' is a [[Steam Workshop|community-created]] [[Weapons#demomanprimary|primary weapon]] for the [[Demoman]]. It resembles a pirate-style cannon with a stock and a sight near the front of the barrel.
 
The '''Loose Cannon''' is a [[Steam Workshop|community-created]] [[Weapons#demomanprimary|primary weapon]] for the [[Demoman]]. It resembles a pirate-style cannon with a stock and a sight near the front of the barrel.
  
The Loose Cannon fires explosive, [[Self-illumination|glowing]] [[Projectiles|cannonballs]] that travel at approximately 1811 [[Hammer unit|Hammer Unit]]s per second (roughly 77 mph), 50% faster than the [[Grenade Launcher]]'s projectiles. Cannonballs explode faster than grenades, having a fuse of 1 second. They also deal less damage upon contact with enemies and do not explode, inflicting potent [[knockback]] instead. The Demoman can hold down the fire button to prime the cannonball without shooting until the button is released, allowing control over how long it takes to explode once fired. Cannonballs that touch a surface before exploding only deal half damage to enemies, so controlling the fuse in this way is important to maximize damage. As a reward for doing so perfectly, if a cannonball impacts an enemy and then explodes within half a second, the enemy will take [[mini-crit]] damage from the explosion. This is known as a "Double-Donk" and produces a unique sound and "DONK 2x" effect on success.
+
The Loose Cannon fires explosive, [[Self-illumination|glowing]] [[Projectiles|cannonballs]] that travel <!--at approximately ?? [[Hammer unit|Hammer Unit]]s per second (roughly ?? mph),-->20% faster than the [[Grenade Launcher]]'s projectiles. Cannonballs explode faster than grenades, having a fuse of 1 second. Impact deals approximately 50% less damage upon contact with enemies and do not explode immediately, inflicting potent [[knockback]] instead. The subsequent explosion also deals approximately 50% less damage at point blank range, and as with other explosive weapons, scaling down to half that amount when damaging at the maximum explosion radius. The Demoman can hold down the fire button to prime the cannonball without shooting until the button is released, allowing control over how long it takes to explode once fired. As a reward for doing so perfectly, if a cannonball impacts an enemy and then explodes within half a second, the enemy will take [[mini-crit]] damage from the explosion. This is known as a "Double-Donk" and produces a unique sound and "DONK 2x" effect on success.
  
Cannonballs deal full damage to the owner even if they have touched a surface. Both the impact and explosion of a cannonball are considered explosive damage. Holding a primed shot for too long will automatically fire the shot, which will immediately explode similar to the [[Beggar's Bazooka]] overloading, and deal damage to the user. Over-shortening the fuse in this way can allow for a strong grenade jump known as a [[cannon jump]].
+
Both the impact and explosion of a cannonball are considered explosive damage. Holding a primed shot for too long will automatically fire the shot, which will immediately explode, similar to the [[Beggar's Bazooka]] overloading, and deal damage to the user. Over-shortening the fuse in this way can allow for a strong grenade jump known as a [[cannon jump]].
  
 
The Loose Cannon was [http://steamcommunity.com/sharedfiles/filedetails/?id=2864 contributed] to the Steam Workshop.
 
The Loose Cannon was [http://steamcommunity.com/sharedfiles/filedetails/?id=2864 contributed] to the Steam Workshop.
Line 44: Line 50:
  
 
| damage            = yes
 
| damage            = yes
|  base            = {{tooltip|Direct|Damage from a direct hit}}: {{tooltip|60|Direct hits do not detonate, but cause knockback damage}} <br/> {{tooltip|Splash|Damage from an air explosion}}: 30-50 <br/>{{tooltip|Bounce|Damage from a cannonball exploding after the first bounce}}: 30-57
+
|  base            = <div style="float:left">{{tooltip|Direct|Damage from a direct hit}}:</div> 50<br/><div style="float:left">{{tooltip|Splash|Damage from an explosion}}:</div> 60
|  crit            = {{tooltip|Direct|Damage from a direct hit}}: {{tooltip|180|Direct hits do not detonate, but cause knockback damage}} <br/> {{tooltip|Splash|Damage from an air explosion}}: 90-153 <br/> {{tooltip|Bounce|Damage from a cannonball exploding after the first bounce}}: 90-173
+
|  crit            = <div style="float:left">{{tooltip|Direct|Damage from a direct hit}}:</div> 150<br/><div style="float:left">{{tooltip|Splash|Damage from an explosion}}:</div> 180
|  minicrit        = {{tooltip|Direct|Damage from a direct hit}}: {{tooltip|81|Direct hits do not detonate, but cause knockback damage}} <br/> {{tooltip|Splash|Damage from an air explosion}}: 43-62 <br/> {{tooltip|Bounce|Damage from a cannonball exploding after the first bounce}}: 43-71
+
|  minicrit        = <div style="float:left">{{tooltip|Direct|Damage from a direct hit}}:</div> 68<br/><div style="float:left">{{tooltip|Splash|Damage from an explosion}}:</div> 81
 +
|  fall off        = <div style="float:left">{{tooltip|Direct|Damage from a direct hit}}:</div> 25
 +
|  fall off %      = {{Tooltip|50|Damage scaling affects critical damage}}
 
|  splash damage    = yes
 
|  splash damage    = yes
 
|  splash min %    = 50
 
|  splash min %    = 50
|  splash radius    = 3 ft
+
|  splash radius    = {{Tooltip|9.1 ft|146 HU}}
|  splash reduction = 1% / {{Tooltip|2.88|Hammer units}}
+
|  splash reduction = {{Tooltip|1%|Double-Donk explosive damage is unaffected}} / {{Tooltip|2.88|Hammer units}}
|  selfdamage      = {{tooltip|Splash|Damage from an air explosion}}: 56-104 <br/> {{tooltip|Bounce|Damage from a cannonball exploding after the first bounce}}: 56-104 <br/> {{tooltip|Overload|Damage from a cannonball primed for too long}}: 64-71
+
|  selfdamage      = <div style="float:left">{{tooltip|Splash|Damage from an explosion}}:</div> 38-73<br/> <div style="float:left">{{tooltip|Overload|Damage from a cannonball primed for too long}}:</div> 64-73
  
 
| function times  = yes
 
| function times  = yes
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  | rankson = kills
 
  | rankson = kills
 
  | rankson2 = double donks
 
  | rankson2 = double donks
   | att-1-neutral = Cannonballs have a fuse time of 1 second; fuses can be primed to explode earlier by holding down the fire key.
+
  | item-description = Double Donk! Bomb explosions after a cannon ball impact will deal mini-crits to impact victims
   | att-2-positive = Cannonballs push players back on impact
+
   | att-1-neutral   = Cannonballs have a fuse time of 1 second; fuses can be primed to explode earlier by holding down the fire key.
   | att-3-negative = Cannonballs do not explode on impact
+
   | att-2-positive   = +20% projectile speed
   | att-4-negative = -50% damage on contact with surfaces
+
   | att-3-positive  = Cannonballs push players back on impact
 +
   | att-4-negative   = Cannonballs do not explode on impact
 
  | can deal damage = yes
 
  | can deal damage = yes
 
  | can deal long range damage = yes
 
  | can deal long range damage = yes
 
  | can deal posthumous damage = yes
 
  | can deal posthumous damage = yes
 
  | can be equipped by soldier or demo = yes
 
  | can be equipped by soldier or demo = yes
 +
| can deal gib damage = yes
 
}}
 
}}
  
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== Update history ==
 
== Update history ==
{{Update history|'''{{Patch name|12|20|2012}}''' ({{update link|Mecha Update}})
+
{{Update history|'''{{Patch name|12|20|2012}}''' ([[Mecha Update]])
 
* The Loose Cannon was added to the game.
 
* The Loose Cannon was added to the game.
  
Line 147: Line 157:
  
 
'''{{Patch name|12|23|2014}}'''
 
'''{{Patch name|12|23|2014}}'''
* Fixed a bug related to the Loose Cannon's Double Donk damage calculation
+
* Fixed a bug related to the Loose Cannon's Double Donk damage calculation.
  
 +
'''{{Patch name|7|2|2015}} #1''' ([[Gun Mettle Update]])
 +
* Updated description to better detail the weapon's features.
 +
 +
'''{{Patch name|12|17|2015}}''' ([[Tough Break Update]])
 +
* Changed attributes:
 +
** Reduced projectile speed from 50% to 20% (now a visible attribute).
 +
** Reduced cannon impact damage from 60 to 50. Damage also scales with distance.
 +
** Reduced knockback from cannon hit. Knockback strength is now similar to airblast.
 +
 +
'''{{Patch name|12|18|2015}}'''
 +
* Fixed a bug related to the Loose Cannon and bots in Mann vs. Machine mode.
 +
 +
'''{{Patch name|12|22|2015}}'''
 +
* Fixed an issue where the Loose Cannon would sometimes not apply knockback on hit.
 +
 +
'''{{Patch name|10|24|2017}}'''
 +
* Fixed the Loose Cannon not being able to Double Donk.
 +
 +
'''{{Patch name|12|21|2017}}''' ([[Smissmas 2017]])
 +
* Added [[Festive]] variant.
 +
 +
'''{{Patch name|3|28|2018}} #1'''
 +
* Fixed The Loose Cannon continuing to play the priming sound if the weapon is holstered while priming.
 
}}
 
}}
  
 
== Bugs ==
 
== Bugs ==
 
* Cannonballs reflected with a [[compression blast]] do not deal [[Critical hit#Mini-crits|mini-crit]] damage.
 
* Cannonballs reflected with a [[compression blast]] do not deal [[Critical hit#Mini-crits|mini-crit]] damage.
* If the player taps the attack button and switches weapons before the weapon starts priming, the priming sound will still play.
+
* Since the cannonball impact is considered to be explosive damage, it will [[gib]] players on kill should their health be low enough.
** This also happens when the players die as they are priming the weapon.
+
* Rarely, the priming sound and effects will still play, even if the Loose Cannon is not being primed.
* Since the cannonball impact is considered to be explosive damage, it will [[gib]] players on kill.
+
** This can be fixed by switching to a different weapon, or firing the Loose Cannon again.
 
*The Loose Cannon uses the same reload animation as the Grenade Launcher, resulting in it reloading downwards instead of in the barrel.
 
*The Loose Cannon uses the same reload animation as the Grenade Launcher, resulting in it reloading downwards instead of in the barrel.
 +
* Due to how the [[Source Engine]] handles projectiles, the Cannonballs go slower than the grenades from the Grenade Launcher, despite the description stating a faster projectile speed.
  
 
== Trivia ==
 
== Trivia ==
Line 165: Line 199:
 
File:Loose Cannon 1st person red.png|[[RED]] first-person view.
 
File:Loose Cannon 1st person red.png|[[RED]] first-person view.
 
File:Loose Cannon 1st person blu.png|[[BLU]] first-person view.
 
File:Loose Cannon 1st person blu.png|[[BLU]] first-person view.
 +
File:Loose Cannon Festivized RED 1st person.png|RED [[Festivizer|Festivized]] variant.
 +
File:Loose Cannon Festivized BLU 1st person.png|BLU Festivized variant.
 
File:Loose Cannon proj red.png|RED projectile.
 
File:Loose Cannon proj red.png|RED projectile.
 
File:Loose Cannon proj blu.png|BLU projectile.
 
File:Loose Cannon proj blu.png|BLU projectile.
File:Loose_Cannon_Double_Donk.png|Double Donk Icon
+
File:Loose_Cannon_Double_Donk.png|Double Donk Icon.
 
File:Steamworkshop tf2 loosecannon thumb.jpg|Steam Workshop thumbnail for the Loose Cannon.
 
File:Steamworkshop tf2 loosecannon thumb.jpg|Steam Workshop thumbnail for the Loose Cannon.
 
</gallery>
 
</gallery>

Revision as of 20:00, 6 October 2018

This article is about the weapon. For the comic, see Loose Canon.
Ya call those bombs, ya wee little romance novel? I'll show you bombs!
The Demoman on old-fashioned bombs

The Loose Cannon is a community-created primary weapon for the Demoman. It resembles a pirate-style cannon with a stock and a sight near the front of the barrel.

The Loose Cannon fires explosive, glowing cannonballs that travel 20% faster than the Grenade Launcher's projectiles. Cannonballs explode faster than grenades, having a fuse of 1 second. Impact deals approximately 50% less damage upon contact with enemies and do not explode immediately, inflicting potent knockback instead. The subsequent explosion also deals approximately 50% less damage at point blank range, and as with other explosive weapons, scaling down to half that amount when damaging at the maximum explosion radius. The Demoman can hold down the fire button to prime the cannonball without shooting until the button is released, allowing control over how long it takes to explode once fired. As a reward for doing so perfectly, if a cannonball impacts an enemy and then explodes within half a second, the enemy will take mini-crit damage from the explosion. This is known as a "Double-Donk" and produces a unique sound and "DONK 2x" effect on success.

Both the impact and explosion of a cannonball are considered explosive damage. Holding a primed shot for too long will automatically fire the shot, which will immediately explode, similar to the Beggar's Bazooka overloading, and deal damage to the user. Over-shortening the fuse in this way can allow for a strong grenade jump known as a cannon jump.

The Loose Cannon was contributed to the Steam Workshop.

Damage and function times

See also: Damage
Damage and function times
Shot type Projectile
Damage type Explosive
Ranged or Melee damage? Ranged
Damage
Base damage 100%
Direct:
50
Splash:
60
Maximum fall-off 50%
Direct:
25
Critical
Direct:
150
Splash:
180
Mini-crit
Direct:
68
Splash:
81
Splash damage
Minimum splash 50% 9.1 ft
Damage reduction 1% / 2.88
Self-damage
Splash:
38-73
Overload:
64-73
Function times
Attack interval 0.6 s
Reload (first) 1.24 s
Reload (consecutive) 0.6 s
Maximum charge time 1 s
Values are approximate and determined by community testing.

Note: Explosive damage varies depending on how it hits a player. The larger the classes' hit box and the closer to the explosion, the more damage delivered. The further away from the explosion, the less damage. 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, thus doing the most possible damage.

Demonstration

Crafting

See also: Crafting

Blueprint

Loch-n-Load Reclaimed Metal Loose Cannon
Item icon Loch-n-Load.pngx3 + Item icon Reclaimed Metal.png = Item icon Loose Cannon.png
Class Token - Demoman Slot Token - Primary Scrap Metal Possible Results
Item icon Class Token - Demoman.png + Item icon Slot Token - Primary.png + Item icon Scrap Metal.png =
Item icon Loch-n-Load.png Item icon Ali Baba's Wee Booties.png Item icon Bootlegger.png Item icon Loose Cannon.png
Item icon B.A.S.E. Jumper.png Item icon Iron Bomber.png

Strange variant


Related achievements

Leaderboard class demoman.png Demoman

Blind Fire
Blind Fire
Destroy an Engineer building that you can't see with a direct hit from your Grenade Launcher.


Bloody Merry
Bloody Merry
Provide an enemy player with a freeze cam of your smiling face.
Glasg0wned
Glasg0wned
Kill 25 Scouts and Pyros with the Grenade Launcher.

Backpack Full Head Of Steam.png Foundry achievements

Terminated, Too
Terminated, Too
Kill a player by pushing them into the cauldron fire.


Doomsday icon.png Astro-chievements

Lift-offed
Lift-offed
Push a player into the rocket's exhaust path at the end of the round.


Update history

December 20, 2012 Patch (Mecha Update)
  • The Loose Cannon was added to the game.

January 24, 2013 Patch

  • Fixed missing text in the recipe description for The Loose Cannon.

June 11, 2013 Patch

  • Fixed not hearing the Loose Cannon impact sound when playing on dedicated servers.

July 10, 2013 Patch

  • Changed attributes:
    • Range no longer affects direct cannonball impact damage.
    • Reduced charge time to 1 second.
    • Added Double-Donk (directly impacting an enemy within half a second before the bomb explosion) sound and particle effects.
    • Double-Donk damage now mini-crits.
    • [Undocumented] Removed hidden +50% damage bonus.

July 12, 2013 Patch

  • Updated the Loose Cannon description to match the updated gameplay.

August 27, 2013 Patch

  • [Undocumented] Added Strange quality.

November 12, 2013 Patch

April 1, 2014 Patch

  • [Undocumented] Fixed crit boosted glow not showing.

June 19, 2014 Patch

  • [Undocumented] The Loose Cannon's cannon ball explosions now use a deeper sound.

December 22, 2014 Patch (Smissmas 2014)

  • Double donk explosive damage now deal full radius damage to victims. Previously double donk explosive damage was reduced by radius distance from the explosion.
  • Removed a hidden penalty where Cannonballs that touched the world would deal 50% less damage in addition to regular grenade damage reduction on world touch.
  • Reduced the amount of self-damage received from the Loose Cannon.

December 23, 2014 Patch

  • Fixed a bug related to the Loose Cannon's Double Donk damage calculation.

July 2, 2015 Patch #1 (Gun Mettle Update)

  • Updated description to better detail the weapon's features.

December 17, 2015 Patch (Tough Break Update)

  • Changed attributes:
    • Reduced projectile speed from 50% to 20% (now a visible attribute).
    • Reduced cannon impact damage from 60 to 50. Damage also scales with distance.
    • Reduced knockback from cannon hit. Knockback strength is now similar to airblast.

December 18, 2015 Patch

  • Fixed a bug related to the Loose Cannon and bots in Mann vs. Machine mode.

December 22, 2015 Patch

  • Fixed an issue where the Loose Cannon would sometimes not apply knockback on hit.

October 24, 2017 Patch

  • Fixed the Loose Cannon not being able to Double Donk.

December 21, 2017 Patch (Smissmas 2017)

March 28, 2018 Patch #1

  • Fixed The Loose Cannon continuing to play the priming sound if the weapon is holstered while priming.

Bugs

  • Cannonballs reflected with a compression blast do not deal mini-crit damage.
  • Since the cannonball impact is considered to be explosive damage, it will gib players on kill should their health be low enough.
  • Rarely, the priming sound and effects will still play, even if the Loose Cannon is not being primed.
    • This can be fixed by switching to a different weapon, or firing the Loose Cannon again.
  • The Loose Cannon uses the same reload animation as the Grenade Launcher, resulting in it reloading downwards instead of in the barrel.
  • Due to how the Source Engine handles projectiles, the Cannonballs go slower than the grenades from the Grenade Launcher, despite the description stating a faster projectile speed.

Trivia

  • A "loose cannon" was a cannon on a ship which broke loose from its mounts and thus became a danger to the ship and crew; in modern idiom, it is a person who has little to no self-control.

Gallery

See also