

The launcher itself has only 3 grenades loaded instead of 4. This weapon shoots grenades that travel faster through the air, giving them more range, and that also deal more damage to buildings, but have less explosion radius and shatter into harmless pieces on non-player/building surfaces. Stock is the best, as always, although I feel like the Loose Cannon and Loch and Load are really good as well.Ī non-default Grenade Launcher variant. Also, it does a spectacular amount of damage when grouped. I love how you can jump with it, like rocket-jumping. You get 8 loaded mines and 24 reserve mines with this weapon and you are allowed to place any 8 mines at once detonating the mines or dying destroys every mine at. The primary fire button can be held, for up to four seconds, to increase the speed that the mine travels through the air, increasing the distance and lessening the arc. The mines last forever unless destroyed or detonated, and can be used to create minefields and can focus fire, hold critical positions (chokepoints) and can kill both the heal target and healer after an ubercharge in one explosion. However, the mines deal high damage and can be detonated simultaneously to deal very high damage. The mines take a little while to arm before you can detonate them, making the weapon less effective at direct combat compared to other Demoman weapons. The mines travel in an arc and can be detonated with secondary fire. It shoots mines that can stick to most surfaces except players. This is the default Demoman primary weapon. The Ullapool Caber is a great melee weapon. The swords often have downsides that apply when they're not equipped. The Scottish Resistance has restrictions that allow for it to only take much of a defensive role. The Quickie-Bomb Launcher is bad at area denial and more so for sticky-spamming and airbursting. The shields do provide damage resistance and critical hits, but you do have to give up the Stickybomb Launcher which is a fantastic weapon - something I will cover later. It is very fun and allows for the demoman to reach the frontlines at no cost, but severely hinders what he's best at - indirect combat. The complete damage penalty in the Sticky Jumper often just restricts it to jumping around. The Iron Bomber's lower roll is not always beneficial - in fact it feels more like a crutch in most situations excluding direct hits and pipe jumping. The lack of rolling pills with the Loch-N-Load can sometimes seriously destroy it's offensive and potential for area denial.
