Mechanics
Explosive Weapons
Weapons overview:
- Ammo type: Explosive
- Ammo capacity: 55 normally, 99 with Back Muscle.
- Weapon mutation: Boiling Veins
- Prevents any explosive damage from damaging the player below 4 HP regardless of current max HP.
- Makes explosive weapons safer to use, but will not protect from blood damage or shield deflected projectiles.
- Shield interaction: Depends on weapon type;
- Grenade types: Deflected by shield, impact damage can harm the player. Explosion damage still harms every team.
- Bazookas/Nukes/Hyper Launcher: Explodes on impact, damaging through the shield.
- Blood types: Deflected by shield, damages the player.
- Fire types: Cancel out flames.
- Piercing: Unable to pierce enemies, but rather does AoE damage.
- Projectile Range: Depends on weapon type.
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 |