Mechanics


Explosive Weapons


Weapons overview:

Explosives deal 5 damage a hurt frame for a total of 10 damage. This means that if the player or enemy moves in/out of the explosions radius at just the right moment, they won't take the full 10 damage. Boiling Veins removes one of the hurt frames, meaning that they only take 5 damage per explosion. (Green explosions deal 12 damage twice for 24, while blue IDPD explosions deal 8 damage twice for 16.)

Any 'swingable' melee weapons are able to hit any grenade-type projectiles to extend their range greatly. Meanwhile any 'piercing' melee weapons will instead detonate them. (Expand later)

Grenade
Grenade Launcher
Golden Grenade Launcher

Grenades will do 15 impact damage upon contact with any enemy/prop and will cause a normal explosion that does 5 damage twice for a total of 10 damage. They have limited range and will come to a stop if not making contact with any enemy/prop, exploding after a brief flashing timer.

Grenades are also capable of bouncing off of walls. Explosions from grenades are capable of breaking walls.

Mini Grenade
Grenade Shotgun
Grenade Rifle
Auto Grenade Shotgun

Mini grenades will do 3 impact damage upon contact with any enemy/prop and will cause a mini explosion that does 5 damage twice for a total of 10 damage. They have limited range and will explode regardless of contact once that range is reached.

These will not bounce off walls but will rather instantly detonate upon contact, and is capable of breaking walls.

Packed Cluster Grenade
Cluster Launcher

(Double check/reword later) Packed cluster grenades will do 7 impact damage upon contact with any enemy/prop and then bursts into eight mini grenades that do 3 impact damage each and 5 explosive damage twice for 10 damage.

The initial packed grenade will bounce off of walls, while the mini grenades spawned from it will not and are capable of destroying walls.

(Perfect damage here)

Missile
Bazooka
Super Bazooka
Gatling Bazooka
Golden Bazooka

Missiles will do 20 impact damage upon contact with any enemy/prop and will cause a normal explosion with three smaller explosions around it.

These have infinite range and will detonate upon contact with any wall, and is capable of breaking walls.

Any individual missile is able to deal 60 damage with a perfect shot. A perfect shot with the Super Bazooka can deal 300 damage.

Nuke
Nuke Launcher
Golden Nuke Launcher

Nukes will do 60 impact damage upon contact with any enemy/prop and will cause 8 normal explosions along with 8 smaller explosions all at the same time.

These will continually follow the players cursor until impact is made with any enenmy/prop/wall, and is capable of breaking walls.

A perfect shot with a nuke deals 220 damage.

Blood Grenade
Blood Launcher

Blood weapons do not harm the player, mechanically working the same as Melting's blood explosions. They are capable of erasing any enemy projectiles they come in contact with. (Expand later)

(Add damage tech later)

Blood Ball
Blood Cannon

Fire
Flamethrower
Flare Gun
Dragon

(Separate flame cannon later)

Any individual flame does 2 damage per hurt animation for up to 6 damage per flame.

Only one flame can damage an enemy at a time making them good for AoE but terrible for single target damage. Flames do not damage the player and thus do not benefit from Boiling Veins.

Flame Ball
Flame Cannon

Blue Explosion
Hyper Launcher

Hyper Launcher Range

Illustrated below is a tall 3-3 level. Robot is at the top wall, and Hyper Launcher will only explode around the range that Big Dog is from the player.


Ultra Grenade
Ultra Grenade Launcher