Smatter Band

Overview

 * Unlocked for players, that have The Last Stand DLC at Rank 36, thus making it the last weapon to be unlocked in Sanctum 2.
 * Fire modes
 * Primary Fire
 * Fires a small, gravity-affected explosive at high velocity, that sticks to enemies and deals delayed damage.
 * Several can be attached to the same enemy. However, they will not detonate if they hit non-enemy objects - if the primary fails to hit an enemy, it will quickly fizzle-out and occasionally make a 'raspberry'-noise.
 * Although this mode is described as "small explosions", it has no AoE - it is fully single-targeted and is unaffected by the AoE-bonus of Long Range Specialization.
 * Secondary Fire
 * Launches a heavier, slower cluster-bomb that will detonate two seconds after impact, dealing high area damage over time in a large zone. Like with all explosions in the game, the damage is highest in the center and the further from it, the lesser it goes.
 * Unlike the primary, it will not stick to enemies, and if hits such, it will bounce-off, which can even lead to the projectile going far away from them.
 * Carefully placed bombs with the secondary fire can hit Hoverers soft back (but not earning weakspot hits) for moderate damage.

Trivia

 * Smatterband is a Swedish term for a kind of firecracker, which seems to be what this weapon is inspired by.
 * Despite it being called an "industrial weapon" on the Steam Store, there is no practical industrial application for launching sticky firecracker bombs.
 * When the Smatter Band was originally released, Long Range Specialization inadvertently caused its secondary's AoE to completely encompass most maps, resulting in the single largest AoE ever witness. However, this spectacle was short lived, as it was resolved a few days later. (See Game Updates)

Notes & tactics

 * The explosion of both attacks are somewhat delayed, so the player should consider it, especially with the secondary fire.
 * This weapon is very effective against Soakers, since the delayed explosions quickly render them more vulnerable.
 * The secondary fire mode is effective vs crowds with slow to average movement speed that have no or low armour like Walkers, Jumpers and Rhinos in the twists, although it finds some more trouble with fast enemies such as Runners & Brood Mothers and it hardly deals damage to heavily armoured lumes such as Heavy Pups and Armoured Heavies.
 * Using this weapon with Hip Fire is dual-edged, since this perk would reduce a bit the primary fire's crit damage to weakspots.
 * It is difficult to deal with Bliskeblaskes with this weapon, since their defensive state would trigger quickly, resulting in almost no damage dealt, unless the Armor Shredder perk is used.