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It replaces the Demoman's primary weapon, thus it is rarely used in competitive play, since slower gliding is often not worth replacing the Demoman's most efficient area denial weapons. Air control is vastly reduced while the parachute is deployed, and when the parachute is deactivated mid-air, it can not be activated again until the Demoman has touched the ground first. Jumper allows the Demoman to deploy a parachute mid-air, slowing his descent. Grenades have very little bounce and rollīelow is a table displaying the availability of the Iron Bomber in the Global 6v6 Whitelist.In addition, the Iron Bomber has a 15% explosion radius penalty, and its grenades have a 30% reduced fuse time. However, grenades fired will have severely reduced bounce and roll capabilities, allowing the Demoman to create short-term ground traps with them. The Iron Bomber does identical damage to the Grenade Launcher. Double-Donk: If a cannonball deals both impact and explosive damage to an enemy within half a second, the explosive damage will be a mini-crit.īelow is a table displaying the availability of the Loose Cannon in the Global 6v6 Whitelist.Cannonballs push players back on impact.Cannonballs have a fuse time of 1 second fuses can be primed to explode earlier by holding down the primary fire key.This can be used to perform an effective explosive jump. Holding down the primary fire key for too long will cause the cannonball to explode, dealing self-damage to the Demoman. The cannonballs have a fuse time of 1 second, but can be set to explode earlier by holding down the primary fire key. The Loose Cannon's projectiles move 20% faster and knock back enemies on direct contact. The Loose Cannon's cannonballs do 50 damage with a direct hit, and 60 splash damage, whereas the Grenade Launcher deals 100 direct hit damage and 60 splash damage. The Loose Cannon is very rarely used in competitive play, as it lacks the damage output of the Grenade Launcher, both at close and far ranges. Kills made with a melee weapon refill 25% of the shield's charge meter.īelow is a table displaying the availability of the Ali Baba's Wee Booties in the Global 6v6 Whitelist.+200% increase in turning control while charging.+10% movement speed when a shield is equipped.Maximum overheal increased from 260 to 300.+25 additional health, for a total of 200.The Bootlegger has the same stats as Ali Baba's Wee Booties. Kills made with a melee weapon will refill the equipped shield's charge meter by 25%. It gives the Demoman 10% faster movement speed when a shield is equipped at the same time, and increased turning control while charging with a shield at the cost of the lack of a Grenade Launcher. Stores 3 grenades in it's clip instead of 4īelow is a table displaying the availability of the Loch-n-Load in the Global 6v6 Whitelist.Īli Baba's Wee Booties are a primary weapon which provide the Demoman with 25 additional health, thus raising his maximum health from 175 to 200, and his maximum overheal from 260 to 300.Grenades have a 25% smaller explosion radius.Grenades deal 20% more damage to buildings.Grenades shatter harmlessly on any surface except for enemy players and enemy buildings.The Loch-n-Load's grenades move 25% faster, but also have a 25% smaller explosion radius. Grenades fired from the Loch-n-Load will shatter harmlessly upon hitting anything that is not an enemy player or building. The Loch-n-Load deals 20% more damage to buildings than the stock Grenade Launcher, at the cost of having a 25% smaller clip, storing 3 grenades instead of 4. Ricochet directions are random even with disable spread on.īelow is a table displaying the availability of the Grenade Launcher in the Global 6v6 Whitelist.Grenades will damage the Demoman who fired them if they explode too close to him for any reason. However, if the shot misses, the grenade will fall and roll around, exploding approximately 2.3s after the first bounce. The stock Grenade Launcher deals large quantities of damage on a direct shot. The demoman's grenades are not affected by damage falloff, direct hits will always deal 100 damage, and grenades that explode on their own will deal constant splash damage regardless of the Demoman's distance from the target.

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It also contributes to area denial through spamming grenades, but it is generally used when stickies are down and the Demoman needs to defend himself without having to detonate the stickybombs. The Demoman's primary weapon is often used in close quarters combat situations, where the Demoman is not able to use the Stickybomb Launcher due to the arm time of the stickies.







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