Pipe Bomb

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Revision as of 23:58, 16 October 2012 by Benjamin (talk | contribs) (Added description)
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All information has been verified with update 1039
Killing Floor item
Pipe Bomb
{{{Desc}}}
General Information
Perk Demolitions
Cost £1500
Weight 1
Can sell/buy Yes
- -
Weapon Information
Ammo cost ({{{AmmoBuyAmount}}}) £{{{AmmoCost}}}
Ammo capacity 2
Magazine capacity {{{Magazine}}}
Damage 1500
Impact damage {{{ImpactDamage}}}
Radius 350
Head multiplier {{{HeadMul}}}
Pellets {{{Pellets}}}
Spread {{{Spread}}}
Penetration {{{Penetration}}}
Rate of fire 1.75
Reload time {{{ReloadTime}}}
Regen rate {{{RegenRate}}}
Misc
Attachments {{{AddOns}}}

Values listed in brackets are for alternate (secondary) fire.

Pipe bombs are placeable items that function as proximity grenades. When enough specimens are in proximity (see below for how this is calculated) the pipe bomb explodes, dealing heavy damage in a wide radius. It does approximately 5 times as much damage as a grenade, with a slightly larger radius.

Strategy

  • Do not place too many pipe bombs near each other since they have a dampener that reduces potential damage when in proximity of each other.
  • Try to place in areas that will serve as a fallback, so that they won't be abirtrarily set off by clots and crawlers.

Technical

This information is provided for those interested in modding, or just those interested in understanding how the game works. To get started with modding, see the modding page.

Calculating detection values

Pipe bombs work by periodically checking if any specimens are inside its detection radius, and then calculate a threat value based on each specimens' MotionDetectorThreat variable. If the combined threat values exceed the threshold (1.0 as of version 1039) the device explodes. Here are the threat values for each specimen:

Specimen MotionDetectorThreat
Clot 0.34
Crawler 0.34
Gorefast 0.50
Stalker 0.25
Bloat 1.0
Siren 2.0
Husk 1.0
Scrake 3.0
Fleshpound 5.0
Patriarch 10.0