Pipe bomb
| Pipe Bomb | ||||||||||||||
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The pipe bomb is an extremely powerful proximity triggered explosive device. Their power is sufficient to destroy virtually all targets instantly, with Fleshpounds and Scrakes being the major exceptions. With proper use pipe bombs can easily destroy large numbers of specimens before they are within sight. If a player is close enough to their own pipe bomb during detonation they will likely die. For this reason careful placement is advised. The Demolitions perk gives many bonuses for pipe bombs, including discounts and increased carrying capacity.
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[edit] Statistics
The Demolition perk gets a discount on the pipe bomb from the Trader, and spawns with two at level 5 and 6.
| Level | Discount | Price | Sale value | Damage | Carry capacity |
|---|---|---|---|---|---|
| Base | 0% | £1500 | £1125 | 1500 | 2 |
| 0 | 50% | £750 | £562 | 1575 | 2 |
| 1 | 54% | £690 | £517 | 1650 | 3 |
| 2 | 58% | £630 | £472 | 1800 | 4 |
| 3 | 62% | £570 | £427 | 1950 | 5 |
| 4 | 66% | £510 | £381 | 2100 | 6 |
| 5 | 70% | £450 | £337 | 2250 | 7 |
| 6 | 74% | £390 | £292 | 2400 | 8 |
Pipe bombs initially come in pairs; they can only be restocked in the same way as ammunition, from either the trader or ammo crates, if there is at least one in the inventory.
The discounts provided to Demolitions players is incremental in degrees of 4% starting at 50% at level 0 and currently ending at 74% at level 6. The carrying capacity is similarly increased by the player's level, starting at 2 slots for level 0 and players using other perks, granting 8 slots at level 6. Players who stock up on pipe bombs as a Demolitions then swap to another class will lose all pipe bombs after their first two.
[edit] Detonation
Pipe bombs beep to signify their status. Idle status is approximately one beep per second. If a pipe bomb detects enemies that do not meet the detonation requirement, it will start to beep at twice the frequency. When the detonation requirement is met, a pipe bomb will beep loudly and quickly for a fraction of a second and then detonate. The detonation requirement is any combination of the following:
- 4x Clots, Crawlers or Stalkers.
- 2x Gorefasts.
- 1x Bloat, Scrake, Husk, Siren, Fleshpound or Patriarch.
Pipe bombs themselves are immune to explosives damage, excluding the Patriarch's rockets, and as such will not detonate as a result of taking damage from grenades, explosive projectile launchers or other pipe bombs, preventing potentially dangerous chain reactions. However, more than one pipe bomb may still detonate from the same threat, and in this case the damage stacks.
A pipe bomb will detonate prematurely if it takes damage, by either specimens or players (shooting another player's pipe bombs constitutes friendly fire, which is disabled by default). Only Husks and the Patriarch can cause a pipe bomb to detonate from a distance because they have ranged weapons with splash damage. Sirens disarm and destroy pipe bombs with their scream, and other specimens are unable to damage them.
[edit] Damage
Without the benefits of the Demolitions perk, the explosion from a single pipe bomb inflicts 1500 damage. No player can survive this, but only the owner of the pipe bomb needs to worry about this unless friendly fire is active. The only specimen that can survive this under all circumstances is the Patriarch. The only other specimens capable of surviving can only do so under certain circumstances. A pipe bomb can only kill a Fleshpound with five or less players on beginner mode or with one player on normal; all other circumstances will leave the Fleshpound alive and raging. Scrakes have similar pipe bomb survivability; a pipe bomb will dispatch them with five or less players on beginner, two or less players on normal, or with one player on hard. The Husk and Bloat can also survive a pipe bomb, but only with more than four players on suicidal for the Husk and with more than five players on hard, and more than three players on suicidal for the Bloat.
As with any explosive, any player or specimen that takes damage but survives the explosion will burn with a small fire for a few seconds. This deals no damage, but can be useful for easily locating invisible zeds such as the Patriarch and Stalker.
[edit] Tactics
- Do not stack too many pipe bombs on the same spot. To prevent one hit kills on the patriarch,a patch changed the effects of too many pipe bombs on one spot, reducing damage to a maximum of 2 pipe bomb's worth of damage. For greatest effect, lay pipe bombs down a likely path the enemy will take, like a trail of breadcrumbs.
- A pipe bomb either side of a welded door can greatly increase its last-ability. However this tactic can backfire if used against the Patriarch as his rockets, which he uses to break down welded doors, will prematurely detonate the pipe bombs.
- Numbers of spread out pipe bombs can be used to keep an area clear of specimens, or to slow their approach.
- Placing Pipe bombs in places that the Patriarch is known to heal in can sometimes pay off.
- Coordinate fire with team mates against a Fleshpound whilst it stands over a pipe bomb will maximize damage, a Fleshpound that rages too early will run over a pipe bomb before it detonates and escape most of the damage.
- It is advised to retain the last pipe bomb in your inventory, especially for demolitions players. This allows for quicker restocking at the trader and for more to be picked up from ammo crates around the level.
- A great way to set up a trap using the pipe bomb is to get a large group of specimens chasing you, then run to a door and shut it. Weld it enough that the entire group will be at the door by the time it breaks, then plant a pipe bomb just at the edge of the door and watch the fireworks when they break it down. This will often annihilate the entire group on normal and hard, although on hard and up fleshpounds and scrakes will probably survive.
- Another way to do the above is to find a door near a specimen spawn and seal it off, then rig it to detonate when the door opens. For even greater effect, plant a bomb at the specimen spawn itself, then do the above for maximum carnage.
- The pipe bomb is an excellent weapon to use against the Patriarch. Plant it at possible spawn locations to take away one of his healing needles on normal, as the detonation will damage him quite highly. If A demoman is able to plant several pipe bombs, there is a high chance to weaken the Patriarch before he even attacks.
- Also, there is a glitch allowing players to place pipe bombs on their own heads by placing them upwards at the correct angle. Due to the fact that the detonation kills the user, this is mainly used for comedic purposes.
- During the Patriarch's introduction sequence, you can plant pipe bombs safely and save time. Aim your body in a direction where you can walk forward without hitting a wall then walk forward while clicking with your pipe bombs out and you will plant them blindly while the Patriarch insults you.
- Once you have placed your pipe bombs to await a large enemy such as the Patriarch, try to stay out of sight. If he doesn't see any of the team, he'll only be moving at a walking pace, and will be caught in the middle of each pipe bomb explosion. If he's running towards you, the damage each pipe bomb does is likely to be lower.
| Equipment by perk | |
|---|---|
| Field medic | Medical syringe • Combat armour • MP7M • MP5M |
| Support specialist | Welder • Shotguns (Shotgun • Combat shotgun • Hunting shotgun • AA12) |
| Sharpshooter | Pistols (9mm • .44 Magnum • Handcannon) • Rifles (Lever-action • Crossbow • M14 EBR) |
| Commando | Grenade • Assault rifles (Bullpup • AK-47 • M4 • SCARMK17) |
| Berserker | Knife • Machete • Fire axe • Katana • Claymore • Chainsaw |
| Firebug | MAC-10 • Flamethrower • Husk fireball launcher |
| Demolition | Pipe bomb • Grenade launchers (M79 • M32 • M4 203) • L.A.W |
| Weapon damage table | |
| Language: | English • Русский |
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