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Difference between revisions of "Hot Dogs, Horseshoes & Hand Grenades/Grenades & Explosives"

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(→‎RG-42 Hand Grenade: Dammit. I said I was gonna do more, and here I am. A liar and a fool.)
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==RG-42 Hand Grenade==
 
==RG-42 Hand Grenade==
Update #98 added the [[RG-42 hand grenade]].
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Update #98 also added the [[RG-42 hand grenade]].
[[File:RG-42_HG.jpg|thumb|none|250px|RG-42 hand grenade]]
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[[File:RG-42 HG.jpg|thumb|none|250px|RG-42 hand grenade]]
 +
[[File:H3VR RG-42.jpg|thumb|none|600px|Examining a freshly-delivered RG-42, and making sure that it isn't just a green-painted soup can with a UZRGM fuze stuck in it again.]]
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[[File:H3VR RG-42 Markings.jpg|thumb|none|600px|Sure, it looks real enough, and it even has appropriate markings, but you can never be too sure.]]
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[[File:H3VR RG-42 Pin.jpg|thumb|none|600px|''"Well, one way to find out..."'']]
 +
[[File:H3VR RG-42 Throwing.jpg|thumb|none|600px|Bowling the supposed grenade along the ramp; the lever came out off-screen, because a certain someone is bad at capturing footage.]]
 +
[[File:H3VR RG-42 Explosion.jpg|thumb|none|600px|''"Huh, I guess it was real."'']]
  
 
==RGD-5 Hand Grenade==
 
==RGD-5 Hand Grenade==

Revision as of 00:46, 12 April 2021

Grenades & Explosives

Placed under the broader lass of "support" weaponry in-game, this class also includes several things which aren't on this page, namely sticks of dynamite, fuse-based banana grenades, molotov cocktails, and "totally realistic ninja smoke bombs". The "Return of the Rotweiners" mode also contains a device for making improvised grenades, known as the "Whizz-Bang-a-Dinger"; these are fictional devices made of soup cans, coffee cans, or buckets, detonated by time fuse (using kitchen egg timers), impact (using bang-snaps), remote (using portable radios and a homemade detonator constructed from a barbecue lighter), or proximity (using a fish finder), and filled with whatever the player can fit into them (capacity varies based on size, with effects being more cartoonish than sensible - grenades or dynamite for actual explosive content, live ammunition for shrapnel, whole guns to increase shrapnel velocity, rail adaptors for sticky bombs, reflex sights for bouncy bombs, scopes to increase throwing distance, etc.). While, as mentioned, fictional, they are noted here for the sake of clarity.

ATK SLAM

Added in Update #87, the "S.P.A.A.M." is a blue-painted Alliant Techsystems SLAM, and the reason that this page is now called "Grenades & Explosives" instead of just "Grenades". Like many of the other things in this update, it served as an homage to Half-Life 2; more specifically, it references Half-Life 2: Deathmatch, which included the SLAM. As in that game, it can function in two of the real weapon's 4 attack modes - command detonation and side-attack (with the former working as expected, and the latter emitting a visible laser beam rather than the real deal's IR temperature sensor, rather like HL1's fictional laser tripmines). Aside from its role as a reference, the S.P.A.A.M. also fulfilled two long-standing community requests: a remote-detonated satchel charge, and a tripwire-activated mine.

ATK SLAM
COME ON AND SPAM!
AND WELCOME TO THE HAM!
Right, with that out of our collective systems...
Toggling this dial on the side of the device creates a beep and turns on the red LED instead of the green one.
Somewhat more usefully, it allows the S.P.A.A.M. (and any other armed ones placed) to be detonated with this remote.
Like so. Note that the remote's trigger is pushed outward, rather than inward; this was a bug, which was fixed in the subsequent update.
(Here's some proof, for the skeptics.)
If you prefer to take less of an active role in your explosions, then this little cover should interest you.
Clicking on said cover flips it up, exposing the laser sensor, and engaging the side-attack mode. It also allows the device to stick to surfaces via its bottom-mounted suction cups (as seen here); once stuck to a surface, there's a short delay before the laser activates. Once it's in place, there's not really anything that can be done about it - it's there, it's armed, and it isn't leaving quietly.
As with the Half-Life games' laser tripmines, the beam appears to be a rangefinder; should anything change its length (by either breaking or extending the beam)...
...the SLAM reacts accordingly.
The utility of this mode is rather obvious: just set some up by a doorway, and let some poor unsuspecting Sosig get blown to kingdom come.
The command-detonation mode also saw its fair share of tinkering; in particular, many players used S.P.A.A.M.s in conjunction with the same update's dark-matter lemons, like so.
The resultant blast is a sight to behold indeed. Preferably from a very, very long distance away.

"Cyber Grenade"

Added concurrently with the stylized M67 below (i.e. before H3VR was H3VR), the "Cyber Grenade" (or more properly, the "Hedron Munitions Variable Fuse Timing Grenade") is based loosely on the MK3 offensive hand grenade - more precisely, it is based on the MK3-based "M83" grenade from Half-Life 2. As the name implies, its fuse is adjustable, with options for 2-, 3-, 5-, 8-, and 12-second fuses, each including appropriate gradually-quickening-and-pitch-sharpening booming of a speaker and blinking of a red LED.

MK3A2 offensive hand grenade
An officially-released render of the Cyber Grenade from various different angles, showing off some of the markings; apparently, its proper numerical designation is "M340-A1".
A trio of M340s on a table, along with some other explosive toys. Why yes, this is an early testing build. Why do you ask?
"This fuse is too short."
"This fuse is too long."
"This fuse is juuuust right."
Satifsfied, "Alphi-Locks" pulls the pin on her Cyber Grenade...
...lets off the lever...
...and throws the cooked grenade at a stack of boxes.
That having proven ineffective, she instead tries throwing one without cooking it first, letting the lever simply fly off on its own.
"BAM! HAHA, take THAT, boxes!

Man, the homeowners are NOT gonna be happy about this...
"

"Det Pack"

This Meat Fortress explosive is very reminiscent of the Demoman's Dynamite Pack from Team Fortress 2's pre-release media; here, the Det Pack has a ten second timer that, upon detonation, flings five sticks of dynamite into the air that detonate one second later.

The Demoman's cut Dynamite Pack, for comparison.
Quite similar to the in-game device, albeit with a couple extra sticks of dynamite, and wires that actually connect all of them.
And, of course, labeled keys. An extra row of 'em, too - pushing the green one starts the timer...
...and frantically slamming your hand into the red one because you realized that you're holding a 10-second time bomb and you're nowhere near anything but allies resets it.
Just-as-frantically throwing a primed Det Pack, for the exact opposite reason.
Once the timer hits zero, the device goes off in two separate stages - first, a small explosion ignites and scatters the dynamite.
Then, once they're all airborne, the dynamite sticks themselves go off; like the "Highland Fling" stickybomb round, these go off slightly out of sync, increasing both effectiveness and chaotic-ness.

F-1 Hand Grenade

To celebrate H3's 5th anniversary, Update #98 added 14 grenades, the F-1 hand grenade being one of them.

F-1 hand grenade

FMK-2 Hand Grenade

Added in Update #98, the FMK-2 makes its mark as the game's first Argentinian weapon.

"Impact Flash Grenade"

Update #89 added the second TF2-themed grenade, a fictional impact-detonated flash grenade meant for the Sniper.

Having gone a fair bit too far into enemy territory, a RED Sniper grabs a flashbang, and prepares to make his escape.
Pulling out the rather oddly-shaped pin; this causes the top and bottom portions of the grenade's casing to pop out, revealing the glowing yellow core beneath.
Throwing the grenade at an enemy Sniper-Sosig's dropped rifle...
...with predictable consequences.

M18 Smoke Grenade

Update #52's 10th alpha added the M18 smoke grenade to the game. There are three types available - a normal red one, a (sadly) fictitious red, white, and blue one, and (after Update #97) an also fictional white one.

M18 smoke grenade (red)
Inspecting an M18, whilst wondering whether or not the indoor range has smoke alarms.
"Well, only one way to find out..."
Pitching the M18 downrange.
Thanking the Broken God MEKHANE that no alarms went off, the invisible cultist takes a closer look at the developing smoke cloud. Note that the cloud is just a bunch of opaque red spheres; the reasoning behind this stylistic approach is twofold: it helps ease the impact that these grenades have on a user's computer (especially when one considers that these grenades can be spawnlocked and thrown in limitless quantities hither, mither, and yonder), and it allows for more dynamic effects - the smoke in this game responds to the presence of objects and level geometry, expands and moves with respect to other smoke-spheres, and can be pushed around by explosions; they also release smoke gradually, rather than all at once as in most games, which allows the player to run around with a lit smoke grenade in each hand, leaving a trail of smoke behind them (a rather bad idea in reality, since the M18 is a burning-type smoke grenade - then again, so are a lot of things this game lets you do).
'Murica.
The patriotic smoke grenade's 3-color cloud.
Update #97's white M18; the markings fail to specify this color, since the original asset pack lacked a texture with a "WHITE" color marking (likely due to the fact that no such version exists).
Letting the lever fly off; note that the top cap's texture has also been altered to match its new color.
Quickly throwing the grenade before it starts burning; again, note the volumetric smoke-ball effect at work, creating a lovely white smoke rainbow that terminates in a cloud. Wonderful.

M26 Hand Grenade

The M26 hand grenade was added on Update #98.

M26 hand grenade

M67 Hand Grenade

A real M67 hand grenade (different to the M67-based "M219" below) was added on Update #98.

M67 hand grenade

M84 Stun Grenade

The final item added to the game in the 10th alpha of Update #52 is the M84 stun grenade. Of note is that H3 correctly shows the M84's dual pins, something which very few pieces of media demonstrate.

M84 stun grenade
The M84 in-game.
Pulling out the first pin...
..and the second one.
Tossing the M84 through a doorway that looks conspicuously like a range booth.
The M84 detonating. H3 is noteworthy in that its flashbangs don't use the standard video game system for flashbangs wherein the explosion whites out the player's screen and fills their speakers with a tinnitus-like ringing; this is because, when using a VR headset, the M84's effects are significant enough to cause such an effect on players anyway. But of course, don't just take it from me...
Top 10 Haunting Photos Taken Moments Before Disaster

"M219 Greaseweasel"

The "M219 Greaseweasel Fragmentation Grenade" is a fictional grenade, primarily based on the M67 hand grenade and was added in the game's earliest stages of development, prior to the game even having a name. The Meatmas 2016 update added a special red-painted variant known as the "M25 Jingler"; this acts much the same as the standard version, but produces sounds of jingling bells and red, green and white confetti when it detonates.

M67 fragmentation grenade
And no, we weren't lying about the name. Note the rather M26-like mid-body seam, contrasting with the grenade's M67-like shape. Well, it is a fictional model, after all...
Pulling the pin out of an M219, in a far more polished-looking environment.
Idly tossing the grenade over a ledge.
Alternatively, should one desire, they can release the grenade's spoon without letting it go to burn the fuze down before throwing, a process known as "cooking". This is generally frowned upon in reality, for obvious reasons.
Throwing the cooked grenade...
...before commencing the also frowned-upon act of watching it go off from about 10 meters away.
The "M25 Jingler" in the item spawner. As with the game's other explosive grenades, the gray text that would normally indicate a firearm's caliber instead simply reads "Boom".
Grabbing a Jingler in the middle of a gunfight with some less-than-welcoming elves; apparently, its full designation is "M25 JINGLER CONFLAGRATION GRENADE".
Pulling out the shiny green pin.
Giving the Jingler a throw...
...and, one frame later, giving the lever a polite reminder that this is its cue to leave.

Mk. 2 Hand Grenade

The first of three WW2-era grenades added in the 11th alpha build of Update #52 is the Mk 2 hand grenade. Update #91 added a stylized version of the Mk. 2, as a new addition to the Meat Fortress Soldier class.

Mk. 2 hand grenade
While reaching for his grenade, our GI friend notices something... off about the pin.
Fortunately, as he discovers, the laws of physics are still enforced outside of quick-belt slots.
Pulling out the pin...
...releasing the spoon...
...and sending the entire indoor range on the Pineapple Express.
Boom.
Inspecting the considerably larger Soldier grenade; unlike the previously-added Meat Fortress grenades, this isn't a wholly original design, being based on the grenades that the Soldier in TF2 carries on his chest.
Spotting a pair of enemies down below, the Soldier pulls out his grenade's pin...
...gives it a toss...
...and gets a face full of shrapnel for his troubles, since the fuse on these grenades only lasts a grand total of one second. While there's a joke to be made here about the Soldier himself having a rather short fuse, this was actually a mistake, which was corrected in the following update.
As such, doing this is no longer guaranteed to end up the same way that it usually does.

Mk. V CN Gas Grenade

The Mk.V CN Gas Grenade was added on Update #98.

Mk. V CN gas grenade

Model 24 Stielhandgranate

The second of these WWII-centric grenades is the Model 24 Stielhandgranate.

Model 24 Stielhandgranate
Having immediately taken up the stranger on his offer of $50 for "some old pepper shaker I found in my grandpa's closet", the collector holds his prize.
A closeup of the grenade's head, which shows off the markings.
While it can be used as a melee weapon in-game, our collector is fortunately far too sober and depth-perceiving and not nearly Scottish enough for it to do that.
Removing the safety cap...
...before somewhat overzealously yanking the entire string out of the grenade.
Tomahawking the grenade across the room.
The M24's blast. Spicy pepper indeed.

No. 36 Mills Bomb

The No. 36 Mills Bomb was another one of the grenades added in Update #98.

No. 36M Mills Bomb
Admiring a No. 36 out in the mountains of Northest Dakota.
Pulling out the pin.
Letting the lever go; as bad of an idea as this is in reality, there are no real consequences in a game of Boomskee. Well, not unless you whack your hand into the ceiling, like a certain editor did...
Watching the Mills go off; while 50,000 points sounds impressive at first, it loses its impressiveness when you realize that 10,000 points is the minimum.

No. 69 High-Explosive Grenade

The third and final of these grenades is the No. 69 High-Explosive Grenade, a British WW2-era "offensive"-type hand grenade with an impact-based fuze.

No. 69 High-Explosive Grenade
Inspecting a fresh plastic grenade. Note the line of red "X" marks; this doesn't indicate that it's filled with high-proof moonshine, but rather that it's filled with Amatol. While we can't recommend that you consume either, if you have to pick one, go with the Amatol. It tastes better.
Removing the cap, which serves as the No. 69's safety system.
Tossing the grenade down-range...
...and ending this page properly - that is, with a bang.

OF-15 Hand Grenade

The OF-15 hand grenade was added on Update #98.

OF-15 hand grenade

RG-42 Hand Grenade

Update #98 also added the RG-42 hand grenade.

RG-42 hand grenade
Examining a freshly-delivered RG-42, and making sure that it isn't just a green-painted soup can with a UZRGM fuze stuck in it again.
Sure, it looks real enough, and it even has appropriate markings, but you can never be too sure.
"Well, one way to find out..."
Bowling the supposed grenade along the ramp; the lever came out off-screen, because a certain someone is bad at capturing footage.
"Huh, I guess it was real."

RGD-5 Hand Grenade

The successor to the RG-42, the RGD-5 hand grenade, was also added on Update #98.

RGD-5 hand grenade

RGN Hand Grenade

Concurrently added with the defensive RGO below, the offensive RGN hand grenade was added on Update #98.

RGN hand grenade

RGO Hand Grenade

As mentioned, Update #98 also added the RGO hand grenade.

RGO hand grenade
Taking a look an RGO, fresh out of the chute. Although the condition of the paint raises some doubts about the "fresh" bit.
Another view, showing the split-open end of the pin...
...which, in a neat detail, flattens out when the pin is removed.
Like the RGN above, the RGO's lever has a tendency to get stuck.
And, also like the RGN, the impact-sensitive portion of its hybrid impact/time fuze has a delay, making a throw like this less blatantly suicidal than it may initially appear.
Instead, thanks to the magic of the Boomskee ramp's accelerators, the grenade lands somewhere useful. This shows the primary difference between the O and the N: unlike the latter, the former produces an appreciable number of fragments.

"Smoke Grenade"

Update #86 added the first of what's planned to be a series of TF2-themed grenades, a fictional smoke grenade for the Spy.

Yeah, that would've been a proper end to the page, wouldn't it? Then these things showed up.
Pulling the rather thick pin out of one of the grenades.
Throwing it across the room, the lever flying off as soon as it's released.
The results are fairly predictable.
Like the game's other grenades, the Spy's smoke grenades can be cooked...
...though their rather short fuze makes this a bit less than strictly advisable.
That would be the end of this section, were it not for the presence of something special in the Proving Grounds; the same update reworked the Graviton Beamer (a physics-manipulating device now rather akin to Half-Life 2's Gravity Gun) and put it in this scene, allowing for a great deal of, shall we say...
..."creativity".

T13 Beano Grenade

The T13 Beano grenade, an experimental WWII-era American grenade, was added in Update #98 as an addition to the lineup of impact-detonated grenades.

T13 Beano Grenade

URG-86 Hand Grenade

The Czech URG-86 hand grenade was added on Update #98.

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