From Team Fortress Wiki

“ — Pomson 6000 publicity blurb Blasting out rapid pulses of high amplitude, cross spectrum radiation has never been so convenient! ”

The Pomson 6000 is a primary weapon for the Engineer. It is a retro-futuristic ray gun with many team-colored portions.

The weapon fires an unreflectable, undestroyable projectile beam that deals damage and interferes with the signature abilities of Medics and Spies: hitting a Medic will subtract 10% from his ÜberCharge meter if he is not actively using it, while hitting a Spy will subtract 20% from his cloak meter even if he is cloaked or disguised. These values are maximums; the amount drained begins to fall off starting at a medium range of 512 Hammer units, with no drain at all at 1536 Hammer units (three times the distance). Drainage is applied after damage is dealt, so killing a Medic with full ÜberCharge counts as such, and Spies can successfully use the Dead Ringer on Pomson shots. Drainage victims hear a distinctive sound to alert them of the loss.

The Pomson 6000 does not require ammo, though it remains necessary to reload it after four shots. Its shots also deal only 20% damage to enemy buildings.

Enemies killed by the Pomson 6000 suffer a distinctive death by vaporization: they turn black, hover in mid-air while surrounded by team-colored particles, and then disappear into ashes while a loud, distinct vaporization sound plays. Like backstabs and headshots, there is a 25% chance that opponents will perform a specific disintegration animation if killed in this way.

The Pomson 6000 was later contributed to the Steam Workshop, at Valve's request.

Damage and function times

Damage and function times Shot type Projectile Damage type Bullet Ranged or Melee damage? Ranged Damage Maximum ramp-up 120% Players: 72

Base damage 100% Players: 60

Buildings: Maximum fall-off 52.8% Players: 32

Critical 180 Mini-crit 81-97 Function times Attack interval 0.8 s Reload (first) 1.02 s Reload (consecutive) 0.53 s Values are approximate and determined by community testing.

Demonstration

Item set

Crafting

Blueprint

As a crafting ingredient

Strange variant





Achievements

Texas Two-Step

Use your shotgun to finish off an enemy recently damaged by your sentry gun.

Bugs

The missing slider pump on the side of the Pomson 6000.

The attribute -34% clip size and -22% fire rate are missing.

and are missing. The attribute On Hit: Victim loses up to 10% Medigun charge has spelled Medi Gun incorrectly.

has spelled Medi Gun incorrectly. The shots fired by the weapon are fired slightly below the reticule.

Rarely, after a moment of not firing, the Engineer will automatically reload the weapon's clip, regardless of the player's auto-reload setting.

While holding down the primary fire button, holding down the secondary fire button simultaneously the Pomson will be placed into a still loop of the reloading animation without actually reloading the weapon until both buttons have been released.

For about the first 128 Hammer Units of their flight, the weapon's small energy beam projectiles get intercepted, deviating from the expected projectile-based weapon friendly fire rule.

Rarely, when inspecting the Pomson 6000, the slider pump on the side of the gun will disappear and not be on the weapon model, and can be seen in front of the gun.

The projectile can collide with certain invisible map elements that it is supposed to pass through, effectively making the projectile disappear mid-air in some map locations. Examples include the lowest level of the wooden platforms near the rocks on both of the second control points on Gullywash, and the room with a raised pathway near the final red spawn on Frontier.

Trivia

The appearance of this weapon is based on that of 'The Pomson 6000 Sub Atomic Wave Gun', which was able to be purchased from the online store at Weta Workshop.

Gallery

RED first-person view.

BLU first-person view.

RED projectile.

BLU projectile.

Steam Workshop thumbnail for the Pomson 6000.

Concept art illustrating Pomson 6000's early particle effects.