"You ain't no leader, brother." There appears to be one or more pages sharing a similar name to this one. In case you may be on the incorrect page, view the list of pages with similar names below. |
The Stickybomb Launcher is Annihilator's stock secondary weapon. It is a white RG-6 or Hawk MM-1 grenade launcher with a wide barrel, under-barrel foregrip and a large drum magazine.
This weapon fires explosives that stick to numerous types of surfaces, only bouncing off of Payload carts, players, invisible walls and spawn gates. Instead of exploding on impact, every stickybomb must be manually detonated after being fired, with a 0.7 second arming time, and can disappear without detonation if shot with any hitscan weapon, the Detonator, Irish Guard, Quickiebomb Launcher, or Short Circuit. Explosions from any other weapon will simply knock the stickybombs away, but not repeat the arming process. The user's HUD will display how many stickybombs are currently active and ready to arm.
Stickybombs have damage falloff or ramp-up based on distance when detonated under 5 seconds of being fired. After those 5 seconds, stickybombs do constant base damage.
Like the Trooper, the Annihilator can use the Stickybomb Launcher to perform a blast jump, launching themselves into the air with great force, only hampered by the penalties of immense self-damage.
Holding down primary-fire will slowly charge the stickybomb about to be fired. Below the user's ammunition count resides a meter, once the meter completely fills, the fully-charged stickybomb will automatically fire at 230% of the average stickybomb's speed.
Damage and Function Times
Damage and function times | ||
---|---|---|
Shot type | Projectile | |
Damage type | Explosive | |
Ranged or Melee damage? | Ranged | |
Damage | ||
Base damage | 100% | 120 |
Maximum ramp-up | 120% | 144 |
Maximum fall-off | 50% | 60 |
Critical | 900 studs / 180 450 studs / 261 Under / 355 | |
Mini-crit | 900 studs / 81 450 studs / 117 Under / 165 | |
Splash damage | ||
Minimum splash | 50% | 9.125 studs |
Damage reduction | 1% / 0.18 studs | |
Self-damage | 90 | |
Self-damage (blast jump) | 72 | |
Function times | ||
Attack interval | 0.6s | |
Projectile speed | Normal charge / 52.225 studs Max charge / 122.587 studs | |
Reload speed (first) | 1.09s | |
Reload speed (consecutive) | 0.67s | |
Activation time | 0.7s | |
Max charge time | 4s | |
Values are approximate and determined by community testing. |
Tips
- Beware that higher latencies affect the speed and arm time of the Stickybomb Launcher. This effect also applies to the Grenade Launcher.
- Stickybombs will bounce off of special surfaces such as moving doors and the payload cart when they come in contact with them. They may also periodically bounce when fired at the ground.
- Like the Grenade Launcher and the Trooper's Maverick, there is a small delay between clicking to fire and the projectile moving. Lead your shots
- The Stickybomb Launcher can be used in conjunction with the Grenade Launcher, to optimize your explosive ability and reinforce the weaknesses of both weapons.
- Stickybombs make for a well-balanced tool and can be used for offense, defense, and mobility.
- "Sticky Spamming" is nonstop firing and detonating of Stickybombs, whether it be down a crucial objective at a group of opponents, down a doorway or chokepoint and the arc. Stickybombs have allow you to perform this tactic in the safety of cover or at range, safely detonating them while shutting down pushes and defenses with constant DPS.
- This tactic is frowned upon by many, due to the lack of inherent "skill" involved in pushing two buttons.
- Otherwise, put the weapon's alternate offensive capabilities to good use, pairing up with a Doctor using the default Medigun to easily destroy an enemy Mechanic's nest of buildings or laying some down by a control point to secure a capture.
- Defensively, set traps to keep points and doorways locked down. Hide stickybombs in doorways to shut out overextending opponents, hide them in the buildings of a friendly Mechanic to ward off Agents or pair up with a Doctor using the Kritzkrieg and lay stickybombs around spawn gates to make the most out of Setup Time.
- Due to the lack of players utilizing the StickyBomb launcher, many enemies may not even expect a sticky trap meaning you can catch them off guard when they are chasing you down.
- The Stickbomb launcher is one of the most powerful weapons in the game when used correctly, due to it making it hard for enemies to keep track of and its massive damage paired with your grenade launchers projectiles flying around along with you they have to focus on.
- "Sticky Spamming" is nonstop firing and detonating of Stickybombs, whether it be down a crucial objective at a group of opponents, down a doorway or chokepoint and the arc. Stickybombs have allow you to perform this tactic in the safety of cover or at range, safely detonating them while shutting down pushes and defenses with constant DPS.
Strange Variants
Strange variations | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Related Achievements
Annihilator
Engine Combustion |
Nest Pest |
Landmine |
Ireland Strong |
Caltrops |
Mechanic
The Protector |
Update History
- Added Stickybomb Launcher.
September 16, 2016
- New model by Elbagast. (Undocumented)
- Increased stored ammo from 8 to 24. (Undocumented)
September 25, 2016
- New model by Frontier Revengineer & Colteh.
August 16, 2017 (Rehaul)
- Stickybombs will follow the character's momentum.
August 20, 2017 (Rehaul)
- Fixed a bug where the Stickybomb Launcher bypasses its maximum of limit.
August 21, 2017 (Rehaul)
- Stickybombs are now destructible with hitscan weapons.
August 21, 2017 (Rehaul, #2)
- Stickybombs only stick when they have least velocity.
August 21, 2017 (Rehaul, #3)
- Fixed max stickybombs.
August 26, 2017 (Rehaul)
- Stickybombs can functionally stick onto walls now.
August 26, 2017 (Rehaul, #2)
- Stickybombs teleport due to Roblox is unable to replicate the physics fast enough.
August 29, 2017 (Rehaul)
- Added a counter for how many stickybombs are active.
August 30, 2017 (Rehaul)
- Fixed damage.
September 1, 2017 (Rehaul)
- Increased self-damage so players can't stickyjump off of 3 stickybombs.
July 30, 2018
- Increased damage.
- Reduced blast radius.
August 2, 2018
- Stickybombs now have custom physics.
August 5, 2018
- Fixed a bug with the Stickybomb Launcher's detonation yield.
August 5, 2018 (#2)
- Added damage rampup.
August 6, 2018
- Added charging to Stickybomb Launcher.
August 11, 2018
- New model by Roblox. (Undocumented)
August 27, 2018
- Added a new backpack icon to match the current model.
October 25, 2020
- Added new firing and reloading sounds.
February 8, 2021 (Executive Update)
- New model by CookiesInOJ. (Undocumented)
March 15, 2022
- Added Strange quality. (Undocumented)
July 12, 2022 (A "Heavy" Update)
- Added Collector's quality. (Undocumented)
Trivia
- The Stickybomb Launcher initially used the 2016 model of the default Grenade Launcher as a placeholder.[1]
- The 2018 model was taken from a Roblox gear called Newtrat's Tuskinator.
- The 2016 model was taken from a Team Fortress 2 custom weapon called THE BIG MAN.
- The animation hasn't changed since 2016.
Gallery
Designs
Others
Sources
v • t • e PDAs | ||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ||||||||||||||||||||||||
|