Difference between revisions of "Beggar's Bazooka"

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(Bugs)
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==Bugs==
 
==Bugs==
 +
* Holding down the secondary fire key would continue to play the loading animation but will not load additional shots, causing it not to fire or to misfire when it is at its limit, releasing the button will allow it to fire normally.
 
* As with other rocket launchers, the Soldier does not actually load a visible rocket into the chamber, instead he just ''pats'' the nose of the weapon.
 
* As with other rocket launchers, the Soldier does not actually load a visible rocket into the chamber, instead he just ''pats'' the nose of the weapon.
  

Revision as of 21:31, 28 June 2012


What is better than killing a man with a highly explosive high velocity projectile launcher? Killing a man with a highly explosive high velocity projectile launcher that YOU HAVE MADE!
— The Beggar's Bazooka publicity blurb

The Beggar's Bazooka is a primary weapon for the Soldier. It is an improvised Rocket Launcher made from pipes, mismatched handles and a filter, and is held together with bolts, electrical tape, and various straps and belts. A funnel is attached to the end as a makeshift exhaust port.

The Beggar's Bazooka starts with 0 rounds in its clip. Upon pressing and holding down the fire key, the Soldier will begin loading rockets into the front of the launcher, and will continue to do so as long as the fire key is held down. Upon releasing, the Soldier will fire all stored rockets in quick succession, each with a maximum spread of 3 degrees. Up to three rockets can be loaded and fired in this fashion, though if the player continues to hold down the fire key after the third rocket loads, it will misfire, heavily damaging the Soldier.

The Beggar's Bazooka cannot collect ammo from Dispensers, so Soldiers using the weapon must rely on collecting ammo from ammo packs, using the Resupply Cabinet or picking up weapons dropped by dead players.

The Beggar's Bazooka was contributed to the Steam Workshop under the name "Doe's Dumpster Device".

Damage and function times

See also: Damage
Damage and function times
Shot type Projectile
Damage
Maximum ramp-up 125% 112
Base damage 100% 90
Maximum fall-off 53% 48
Point blank 105-112
Medium range 50-90
Long range 45-60
Critical 270
Mini-crit 122
Splash damage
Minimum splash 50% 9 ft
Damage reduction 1% / 2.88
Self-damage 27-89
Self damage (rocket jump) 27-46
Values are approximate and determined by community testing.

Crafting

See also: Crafting

Blueprint

Reclaimed Metal Direct Hit Beggar's Bazooka
Item icon Reclaimed Metal.png + Item icon Direct Hit.pngx3 = Item icon Beggar's Bazooka.png
Class Token - Soldier Slot Token - Primary Scrap Metal Possible Results
Item icon Class Token - Soldier.png + Item icon Slot Token - Primary.png + Item icon Scrap Metal.png =
Item icon Direct Hit.png Item icon Black Box.png Item icon Rocket Jumper.png Item icon Liberty Launcher.png
Item icon Cow Mangler 5000.png Item icon Original.png Item icon Beggar's Bazooka.png Item icon Air Strike.png
Item icon Panic Attack.png


Bugs

  • Holding down the secondary fire key would continue to play the loading animation but will not load additional shots, causing it not to fire or to misfire when it is at its limit, releasing the button will allow it to fire normally.
  • As with other rocket launchers, the Soldier does not actually load a visible rocket into the chamber, instead he just pats the nose of the weapon.

Trivia

Gallery

References

Promotional Material

External links

Pyromania Day 2: City on Fire [1]