Difference between revisions of "Scottish Resistance"

From Team Fortress Wiki
Jump to: navigation, search
(Page & infobox formatting)
(Trivia)
Line 82: Line 82:
 
* There is currently a bug with both the Stickybomb Launcher and the Scottish Resistance: upon death, while holding either weapon, the Demoman will always drop a Stickybomb Launcher if on RED, and a Scottish Resistance if on BLU, regardless of which weapon was equipped.
 
* There is currently a bug with both the Stickybomb Launcher and the Scottish Resistance: upon death, while holding either weapon, the Demoman will always drop a Stickybomb Launcher if on RED, and a Scottish Resistance if on BLU, regardless of which weapon was equipped.
 
* Holding the secondary fire button and sweeping the crosshair through an area of placed sticky bombs will result in producing a normal Stickybomb Launcher kill icon for killing any enemy that was not originally targeted by the crosshair.
 
* Holding the secondary fire button and sweeping the crosshair through an area of placed sticky bombs will result in producing a normal Stickybomb Launcher kill icon for killing any enemy that was not originally targeted by the crosshair.
 +
* The gibs of the Scottish Resistance's Stickybombs are the same as the regular Stickybomb Launcher.
  
 
== Gallery ==
 
== Gallery ==

Revision as of 23:56, 6 October 2010

Template:Weapon infobox

Get your thinking pants on, because the Scottish Resistance is the thinking Demoman's sticky bomb launcher.
WAR! Update blurb

The Scottish Resistance (often abbreviated to SR or ScoRes) is an unlockable secondary weapon for the Demoman. Almost identical in appearence to the Stickybomb Launcher, it features warning colors on the magazine and a sensor camera taped onto the barrel. The Scottish Resistance also uses a different model of stickybomb; a heavier-looking variety, with larger, blunted spikes.

Unlike the normal Stickybomb Launcher, the Scottish Resistance allows for selective detonation of laid bombs; only those within a certain angle of the player's crosshair will explode when the detonation button is pressed. Players can therefore detonate traps in set areas and from behind walls and solid objects. Bombs that can be detonated are discernable by their team colour glow, or white glow as seen through walls. The number of explodable bombs within sight can be expanded if the player moves backwards, effectively encompassing the sticky bombs in the crosshair radius. This unique function allows several sticky traps to be laid in various locations, but will require the Demoman to keep watch of these areas to know when to detonate the trap.

Additionally, the SR is able to deploy six additional sticky bombs for a total of 14 stickies out at any time. The bombs will also take longer to prime, preventing players from firing and detonating stickies in the air at enemies effectively. SR stickies are also unique in that they can destroy stickybombs laid by enemy Demomen, where a normal stickybomb would not.

Damage

See also: Damage
  • Base: 120
  • Max Ramp Up: 115% (138 damage)
  • Max Fall Off: 50% (60 damage)
  • Mini-Crit: 162
  • 6 ft from explosion: 47-90
  • Self damage: 45-114 (depending on how far you are from the explosion)
    • Critical hit: Deals same amount of self damage as a regular sticky (45-114)

Notes

  1. Explosive damage varies depending on how it hits a player, the larger the classes hit box and the closer you are to the explosion the more damage you will take, the further away from the explosion the less damage you can take. 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 and thus do the most damage. Base damage is the damage done at 512 units before damage variance or bullet spread. Ramp up maxes out at 0 units. Fall off maxes out at 1024 units. Damages are approximate and determined by community testing.
  2. Sticky bombs suffer from damage falloff like that of most weapons for the first five seconds of its life. Similarly to the Rocket Launcher, the multiplier at point blank is reduced from 150% to 115%. After those 5 seconds, the sticky bomb's distance multiplier becomes 1.0.

Function times

  • Attack Interval: 0.45
  • Reload Base: 1.09
  • Additional Reload: 0.67
  • Sticky Bomb Initialization: 1.72

Notes

  1. Reload base is the time it takes to reload the first ammo. Additional reload is the time it takes to reload each ammo after the first. Sticky bomb initialization is the time from when the sticky bomb leaves your weapon to when you're allowed to detonate it. All times are in seconds. Times are approximate and determined by community testing.
  2. Sticky bombs that are close to your feet can be detonated before their initialization period. Because of this, it's possible to detonate a sticky as soon as it leaves your weapon, damaging yourself.

Projectile speed

  • Charge Acceleration: Each second of charge increases sticky speed by 32.5% or 261.63 Hammer Units/16.35 feet per second.
  • Minimum (0 seconds charge): 805 Hammer Units per second / 50.3125 feet per second / 34.28 MPH / 55.16 KPH
  • Maximum (4 seconds charge): 1850 Hammer Units per second / 115.625 feet per second / 78.84 MPH / 126.87 KPH

Related Achievements

Second Eye
Second Eye
Provide an enemy player with a freeze cam of you shaking your rump.
Sticky Thump
Sticky Thump
Using the Scottish Resistance, kill 3 players in separate explosions without placing new sticky bombs.

Trivia

  • The weapon's name likely refers to the long-term insurrection by the Scottish against English rule after being invaded in 1296.
  • For crafting purposes, this weapon is in the primary slot.
  • This weapon's name was teased as "SCO- RES-" during an earlier stage of the WAR! Update.[1]
  • The Scottish Resistance's world model doesn't have the sensor above the barrel.
  • In the Team Fortress 2 .gcf files, there are two 'rejected' SR stickybomb models: one is similar to the original stickies but without any spikes, and the other is a larger model of sticky-bomb with dozens of tiny spikes all over its surface.
  • SR stickies that automatically detonate after a fifteenth sticky is launched will NOT destroy enemy sticky-bombs.
  • The Scottish Resistance was originally supposed to be able to fire 16 stickies, but it was reduced to 14 due to a glitch.
  • There is an unused particle effect that was most likely a laser for the Scottish Resistance.
  • When taunting with this weapon, the crosshair will remain aimed at the location beforehand, allowing the player to detonate sticky bombs whilst taunting. Moving the view camera during the taunt will negate this priviledge.
  • The SR's HUD icon is the only one of which the weapon points opposite directions, as opposed to the other icons which point bottom left.
  • There is currently a bug with both the Stickybomb Launcher and the Scottish Resistance: upon death, while holding either weapon, the Demoman will always drop a Stickybomb Launcher if on RED, and a Scottish Resistance if on BLU, regardless of which weapon was equipped.
  • Holding the secondary fire button and sweeping the crosshair through an area of placed sticky bombs will result in producing a normal Stickybomb Launcher kill icon for killing any enemy that was not originally targeted by the crosshair.
  • The gibs of the Scottish Resistance's Stickybombs are the same as the regular Stickybomb Launcher.

Gallery

See also

External links