demo pipes

DNice77

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I've observed a few experienced demo's who can chuck a 'nade off a wall and down round a vent corner a looong ways, which would then theoritically destroy my well placed, cozy, and theoretical sentry gun on the turbine server. theoretically ;-)

Are there any tips for chucking the pipebombs a little farther along down a vent? I was thinking there was a secret, a la crouch jumping... maybe something like running while chucking, optimal chucking angle, etc etc.

i've attempted a few internet searches and turned up little, and tried a few things in game but the pipe virtually wobbles its way a few feet around the corner and usually hurts me instead

thanks :)
 
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hmm...i think it's all based on luck...but i could be wrong...sometimes mine do a funny little bounce...and sometimes they roll really far like i was bowling with them...idk, i think it's just go to do with the physics of the pipe...something round a cylindrical like that tends to have a mind of its own unless placed perfectly...just my .02
 
bounce off walls.
lol ... ok thanks :)

no really. anyone have experience with this? i've only seen a few demos do it and they do it consistently.

hmm...i think it's all based on luck...but i could be wrong...sometimes mine do a funny little bounce...and sometimes they roll really far like i was bowling with them...idk, i think it's just go to do with the physics of the pipe...something round a cylindrical like that tends to have a mind of its own unless placed perfectly...just my .02
That's what i was thinking until a few strong demos have done it to me consistently. Most are like you and me and can't bounce around the corner down the vent far enough to reach the sentry.
 
You could always join spec, go into first person view, and see how they're doing it?
 
What I do is if things are VERY far I'll get a small running start, jump, and launch, back up, repeat.

Just don't be afraid to aim really high into the air is what I've learned recently. Aiming up high you would just think "oh its barley gonna go forward at all", but you would be suprised.

Walls also help, bouncing them off a high point at a wall will make them fall close to the ground where they hit. Hitting mid wall will make it go a bit further, but not as high, and right near the ground they will pretty much just slide (good for corners)

alot of strats are situational, just gotta practice what to do what when :P
 
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If you're talking about the grenade launcher (I assume, as sticky bombs don't bounce), then yeah, it's a certain amount of luck. The bounces have a small random component, so even if you're firing at the same spot you'll get slightly different bounces.

But I'm not quite clear on the what you mean by bouncing them far around a corner. Do you mean the demo's coming into the base? Or out of it? I presume their trying to edge to the corner at which your sentry will ventilate them and then get an oblique shot of the opposite wall/corner either off the doorframe of the booth coming out, or the other side of the vent (or maybe the corner where it turns towards the intel room) when coming in.
 
What I do is if things are VERY far I'll get a small running start, jump, and launch, back up, repeat.

I don't think the velocity of the demoman has any effect on the velocity of the pipe bomb. The jump would account for maybe another 1-2 feet based on the angle you are shooting at.

The distance of the pipebomb is most effected by the angle in which you shoot. I don't think anyone has done the math on it but it could be a little fun waste of time :p.

As far as hitting really far objects (in the open), stick to the stickies and charge those up since they go very far when towards the maximum charge. Just detonate them when you need to because they can be detonated in mid-air.
 
Thanks for the tips guys!

Specifically I was thinking of the vents in turbine. I'm holed up towards the end of hte vent (but still within turret firing range) with the turret, and a demo fires grenades that REALLY roll down the vent all the way to where I am. This is without popping out around the corner mind you! And the great demos seem to do this consistently. Maybe I'm just not as far back as I think I am...
 
Demo's pipebombs roll very far when its a smooth small corridor like those vents. They can't really bounce around, that's basically why they travel so far.

Nothing you can really do about that.

If they are rolling though I believe it is possible to shoot them away, I have done it before but it's really really hard/rare.
 
Yeah, I know what you're talking about. I just bounce them off walls as many of you have said and they luckily, fall to the end of the vent in most cases but not all. Plus, aim higher, it makes the grenades go farther but I'm sure most people know that.
 
remember highschool physics?

Now's when it's used.


Look at your geometry, look at your initial velocity, and look at how to optomize distance. if you hit a surface at a shallower angle, it will take less of the energy away, thus, you want to get as close to a straight line as possible. The straighter the shot (even when banking) the further it will go; the wall will take less energy away from the projectile.
 
Basically the game has a fairly good physics engine. If the nade bobles end over end it isn't going to go as far as it would rolling on its side. If you get the angle right when launching into a wall you will eliminate the boune and make the nade roll further.
 
I don't think the velocity of the demoman has any effect on the velocity of the pipe bomb. The jump would account for maybe another 1-2 feet based on the angle you are shooting at.

The distance of the pipebomb is most effected by the angle in which you shoot. I don't think anyone has done the math on it but it could be a little fun waste of time :p.

As far as hitting really far objects (in the open), stick to the stickies and charge those up since they go very far when towards the maximum charge. Just detonate them when you need to because they can be detonated in mid-air.

You'd be surprised, but actually it does. Any of my enemies can attest to it on the Warpath server. If you run forward or backward while you shoot, it somehow adds a small amount of distance.

A I can reach snipers all the way in the back of the ridge doing this, instead of only part way down like normal.
 
Just spend some time in the instant respawn server familiarizing yourself with the bounce.
 
What I do is experiment with different angles in the vents until I get one that goes down the vent.After I find where it is it's pretty easy to get the bombs down the vent without a hassle.
 
Me, I just attach little legs to my 'nades and let them run down the vents under their own power.
 

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