Loose cannon is a pirate styled bomb launcher in the primary slot for the demoman.
The Loose Cannon fires explosive, glowingcannonballs that travel at approximately 1811 Hammer Units per second, 50% faster than the Grenade Launcher's projectiles. The cannonballs have a shorter, 1-second-long fuse, and will not explode on contact with an enemy, instead dealing less damage but inflicting potent knockback. The impact damage is considered explosive damage for the purposes of Damage Resistance.
Holding fire will prime the cannonball but not shoot it until the button is released, allowing control over the timing of the fuse. Cannonballs inflict 50% less damage once they have touched a surface, so priming them correctly is key to achieving maximum efficiency. It should be noted, however, that this damage penalty isn't applied to self-damage: cannonballs inflict full damage to the Demoman, even after touching a surface. If a cannonball is timed carefully so that it deals both impact and explosive damage to the same enemy within half a second, the explosive damage will be a mini-crit and a "double-donk" effect will play over their head.
This is the first community made weapon to have a weapon discussion.
Every thing you see above is a blatant copy pasta from the TF2 wiki.
My opinouns:
Limits the demoman slightly, less spammy. Hell of a lot of fun to use though, and it is very satisfying blasting a heavy across the map with a double donk. GL is better, but the loose cannon is a fun alternative.
The Loose Cannon fires explosive, glowingcannonballs that travel at approximately 1811 Hammer Units per second, 50% faster than the Grenade Launcher's projectiles. The cannonballs have a shorter, 1-second-long fuse, and will not explode on contact with an enemy, instead dealing less damage but inflicting potent knockback. The impact damage is considered explosive damage for the purposes of Damage Resistance.
Holding fire will prime the cannonball but not shoot it until the button is released, allowing control over the timing of the fuse. Cannonballs inflict 50% less damage once they have touched a surface, so priming them correctly is key to achieving maximum efficiency. It should be noted, however, that this damage penalty isn't applied to self-damage: cannonballs inflict full damage to the Demoman, even after touching a surface. If a cannonball is timed carefully so that it deals both impact and explosive damage to the same enemy within half a second, the explosive damage will be a mini-crit and a "double-donk" effect will play over their head.
This is the first community made weapon to have a weapon discussion.
Every thing you see above is a blatant copy pasta from the TF2 wiki.
My opinouns:
Limits the demoman slightly, less spammy. Hell of a lot of fun to use though, and it is very satisfying blasting a heavy across the map with a double donk. GL is better, but the loose cannon is a fun alternative.
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