Detonator
“ | 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(sic) Update!
— Detonator publicity blurb
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The Detonator is a community-created secondary weapon for the Pyro. It is a Flare Gun with a modified elongated barrel attached, an extra curved sight, and helical paint designs on the chamber. Tape appears to be holding the gun together.
This weapon fires unique firework "flare" projectiles which, upon contact with an enemy, deal slight damage as well as set them alight. The flare, when compared with the Flare Gun, deals 25% less damage and only deals Mini-Crit damage against lit opponents (through either direct contact or explosion). This also resets the enemy's afterburn duration.
The weapon's main trait, however, is its eponymous detonation ability. Pressing alt-fire (default key: MOUSE2) causes all flares in flight to explode, creating a small blast radius which damages and ignites nearby enemy players. This explosion additionally destroys enemy stickybombs in its radius. Enemies killed directly by the explosion (not by afterburn or a direct hit) are gibbed. Flares also cause a spark and a loud "bang" upon contact with the world, but this spark is purely aesthetic and does not cause any damage or knockback. However, the world impact explosion can be used to flare jump in a manner similar to rocket or sticky jumping. Because of the 50% extra damage to self, the Detonator deals more knockback to the user, allowing Pyro to jump greater distances in comparison to other flare guns. However, it deals more damage to the Pyro than the other flare guns, limiting the frequent usage of this technique without a supply of health.
Taunting with the Detonator equipped results in the Hadouken kill taunt.
The Detonator was previously tested in Team Fortress 2 Beta.
Contents
[hide]Damage and function times
[collapse]Damage and function times | ||
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Shot type | Projectile | |
Damage type | Dual-type (fire and bullet) | |
Ranged or Melee damage? | Ranged | |
Damage | ||
Base damage | 100% | 23 Flare detonation: 11-21Flare explosion: 23-42
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Critical | 68 | |
Mini-crit | 30 | |
Afterburn | 4 / tick 60 total | |
Afterburn (mini-crit) | 5 / tick 75 total | |
Splash damage | ||
Minimum splash | 50% | 2.1m |
Self-damage | 23-44 | |
Self damage (rocket jump) | 23-44 | |
Function times | ||
Attack interval | 2 s | |
Afterburn duration | 7.5 s | |
Values are approximate and determined by community testing. |
Demonstration
Crafting
Blueprint
Reclaimed Metal | Flare Gun | Detonator | ||
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Class Token - Pyro | Slot Token - Secondary | Scrap Metal | Possible Results | |||||||||||||||||||
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As a crafting ingredient
Reclaimed Metal | Detonator | Manmelter | ||
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Strange variant
[expand]Strange variant information |
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Related achievements
Pyro
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Update history
- 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 the Detonator.
- Refined reload force for the Detonator.
- Optimized the Detonator's materials to improve performance.
December 15, 2011 Patch (Australian Christmas 2011)
- [Undocumented] Jumps made with the Detonator are now higher.
- Fixed a problem that would sometimes allow the Detonator projectiles to Crit on burning targets.
- [Undocumented] The Detonator was added to the crafting blueprint for the Manmelter.
- [Undocumented] Added Strange quality.
- Medics using the Quick-Fix will now take jump force from Pyros using the Detonator to explosive jump.
- [Undocumented] Added Collector's quality.
July 2, 2015 Patch #1 (Gun Mettle Update)
- Updated description to better detail the weapon's features.
- Changed attributes:
- Added text to describe 100% Mini-Crits on burning targets.
- Slightly increased blast jump height when doing a Detonator jump.
- Increased blast radius from 92Hu to 110Hu.
- Detonated explosions now also Mini-Crit burning targets.
- Increased damage penalty to -25%.
- Increased self-damage penalty from +25% to +50%.
December 21, 2017 Patch (Smissmas 2017)
- Added Festivized variant.
Bugs
- Being affected by the Detonation explosion (even by self damage) removes the visual effects of Jarate and Bleeding from the user's screen.
- When an enemy is hit with a detonated flare, the blood particles come from where the flare was detonated, instead of the player.
- Firing the Detonator underwater does not fire any flares or waste any ammo, but immediately plays the sound of a flare impacting a surface with no effect.
- Reflecting a Detonator right before it is detonated causes 85-170 self damage to whoever reflects it, provided they are in the explosion radius. This usually happens if the player reflects the Detonator projectile into the ground as a direct reflect puts the projectile too far away.[1]
- Reload speed upgrades in Mann vs. Machine place the loaded flare outside of the Detonator's model.
Trivia
- In the Team Fortress 2 Beta, the jump height for the Detonator was much higher than it is now. The jump height was reduced greatly when it was added to the game, although it was eventually improved by two separate in-game patches.
Gallery
BLU variant of the weapon.
RED first-person view.
RED Festivized variant.
The Detonator hidden page in the Über Update.
See also
References
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[expand]Weapons |
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