(Start here) Main page: The what it do

Updated 3 days ago

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Wiki updated for v1.2.0.

General

The weapons can be equipped in the weapon terminal by changing the rocket launcher to its alternate form. Almost all mechanics about the weapons can be changed through Plugin Configurator, however you should probably try out the weapon for a few levels before deciding to change all the settings. Go play 4-2 again. All values shown in this explanation assume the defaults.

Grenades are very much their own thing. They do not have a lot of the things that rockets have, even though they currently use the same visuals. No rocket ride, no whiplash to explode yourself, and enemies have their own damage resistance/vulnerability to them.

Primary fire

The primary fire launches an arcing grenade that does 4.5 damage, and shoots every 0.6 seconds.. The grenade is as close as possible to the Team Fortress 2 grenade launcher, including its fire rate, speed, and arc. They also break glass and continue through it. You can hit an air shot for 7 damage.

If a grenade misses its target and hits a surface instead, it will start a 1 second timer to detonate. After which it will deal 3 damage. If a grenade has hit a surface it can be parried to launch it forward with 0 arc, and 4.5 damage. They will explode the moment they hit anything once parried. Enemy or surface. It can also be whiplashed, allowing for parrying the grenade without getting close to it. The grenade timer pauses during whiplash, but does resume after. Grenades cannot be parried or whiplashed if they have not yet hit a surface.

The Grenades have custom style bonuses. +PIPE DREAM, +MOON-SHOT, and +OUT-SNIPED. +WALKING BOMB will be explained in the red variant. +PIPE DREAM can be achieved by hitting a primary or green alt fire shot from far away. +MOON-SHOT is the same, except it is an INSANE distance, that will most likely require the green alt fire. You are probably not going to get this style bonus if you are not specifically going for it. You cannot get these bonuses just by being really high above the enemy either. You need horizontal distance. +OUT-SNIPED is the same as +MOON SHOT expect its from killing a sentry from the same distance.

Blue variant

This variant's alt fire has a 4 second cooldown, and creates a blue hookpoint in front of you. You cannot create another hookpoint after using this one, until you touch the ground. Preventing infinite height. After 2 seconds of creation, it turns pink and can be shot for a large 3.5 damaging explosion that deals consistent vertical-only knockback to all targets, allowing for air shots, and does not damage the player. If you hookshot it while its in this pink state, it will continue to act like a normal blue hookpoint.

Green variant

This variant's alt fire has a 6 second cooldown, and launches a stronger grenade. Wow I'm really bad at making this sound cool ITS AN AWSOME SKILL SHOT ACROSS THE ENTIRE FOOTBALL FIELD TOOL! This grenade is able to explode on surface contact, dealing 4.5 damage if so. If it is a direct hit, it does 6 damage instead, and has a notably larger explosion size than a normal primary direct hit. It also has 1.5x projectile speed, and can air shot for 8 damage. Go my child, +OUT-SNIPE a sniper.

Red variant

This variant's alt fire functions very similar to the regular Firestarter. It shoots out gel that can be used to stick grenades into it, causing them to not detonate, letting you shoot them with a hitscan/explosive to detonate them all, and kill everything. Grenades timed explosives do NOT detonate these stuck grenades, mainly because if you miss a grenade that would mean that your 20 stuck grenades all of a sudden are going to detonate early. Stuck grenades must also be close enough to another grenade to be able to detonate it. You cannot make a really long line across the entire level, and have a bomb on one and and a bomb on another, and expect them both to detonate.

The gel can also stick to enemies, allowing you to create walking bombs. Speaking of walking bombs, this is how you get the +WALKING BOMB. Stick some grenades in an enemy, and then shoot that enemy, and have it kill a completely different enemy near it.

I will admit that this weapon is situational. Its main upside is being able to do a lot of damage to multiple targets. Since a sawblade trap will have their saws disappear after enough hits. Meaning 1 Cerberus might die from it, but 2 will share the damage, and neither will die.

MINOS PRIME cowering in fear as he watches V1 place 50 stuck grenades under him while he monologues.