Difference between revisions of "Projectiles"

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(Projectiles: I'm going to be bold and simplify the entire table, because while the pictures are pretty, it's a lot more useful to have the bars close together)
m (Auto: WordFilter(Flamethrower → Flame Thrower), (Content filters applied to links) (Review RC#3649464))
 
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{{needimage|Energy projectiles}}
 
 
[[File:Spamming.png|250px|right|Assistance bitte!]]
 
[[File:Spamming.png|250px|right|Assistance bitte!]]
{{Quotation|'''The Soldier'''|Crocket!|sound=Soldier_specialcompleted02.wav}}{{Related images|Projectile images}}
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{{Quotation|'''The Scout'''|Catch dis.|sound=Scout_stunballhittingit02.wav}}
'''Projectiles''', unlike [[hitscan]] bullets, do not travel instantaneously across the map but rather at a preset speed, differing depending on the projectile, and are often subject to engine physics. Projectiles use a large [[Hitbox#Hit detection|hitbox]] shared by all classes to judge contact, the same as that used by [[melee]] weapons, other players, and the environment. The [[Damage#|damage]] of a projectile is usually determined by the distance the target is from the attacker upon collision or, alternatively, from the spot said attacker was at upon death. Many projectiles have unique properties, which differ depending on the weapon. Projectiles are not affected by [[lag compensation]]. Maps are coded so that at the edge of their area projectiles disappear.
+
'''Projectiles''', unlike [[hitscan]] bullets, do not travel instantaneously across the map, but rather at a preset speed, differing depending on the projectile, and are often subject to engine physics. Projectiles use a large [[Hitbox#Hit detection|hitbox]] shared by all classes to judge contact, the same as that used by [[melee]] weapons, other players, and the environment. The [[Damage#|damage]] of a projectile is usually determined by the distance the target is from the attacker upon collision or, alternatively, from the spot said attacker was at upon death. Many projectiles have unique properties, which differ depending on the weapon. Projectiles are not affected by [[lag compensation]].
  
A Heavy's dropped [[Sandvich]]; pieces of destroyed [[Stickybomb Launcher|Stickybombs]], [[building]]s, and [[Electro Sapper|Sappers]]; and dropped weapon [[pickups]] from dead players are not considered projectiles. Although they are launched and subject to engine physics, they have different properties.
+
A Heavy's dropped [[Sandvich]], pieces of destroyed [[Stickybomb Launcher|Stickybombs]], [[building]]s, [[Electro Sapper|Sappers]], and dropped weapon [[pickups]] from dead players are not considered projectiles. Although they are launched and subject to engine physics, they have different properties.
  
 
== Special projectiles ==
 
== Special projectiles ==
The properties of projectiles differ depending on the weapon that fired them. Projectiles often damage on contact like a hitscan bullet. Alternatively, many projectiles generate [[#Explosions|explosions]] upon contact, or in the case of the [[Demoman]], generate explosions and destroy themselves when a certain time has passed (in the case of [[Grenade Launcher|grenades]]) or at the Demoman's cue (in the case of Stickybombs). All projectiles except [[Rocket Launcher|rockets]] and [[energy blast]]s are subject to gravity and fall downward. The damage of the projectiles that are fired from the Demoman's weapons (after five seconds, in the case of stickybombs), the [[Flare Gun]], the [[Detonator]], the [[Manmelter]] a level 3 [[Sentry Gun#Sentry Gun Levels|Sentry Gun]], and the [[Huntsman]] are not affected by distance; however, the [[Crusader's Crossbow]] has an inverted damage falloff (which means damage and healing increase by distance). Certain projectiles apply effects upon contact. The baseballs launched by the [[Sandman]] apply a [[stun]]ning effect, while the [[Wrap Assassin]]'s bauble inflicts [[bleed]], and flares set enemies on [[fire]]. [[Jarate]] and [[Mad Milk]] do not deal damage at all, but instead apply their respective effects to enemies, temporarily remove the [[Cloak]]ing ability from [[Spies]], and put out fires within their splash radius. The [[Blutsauger]] and [[Black Box]] restore health to the firing [[Medic]] or [[Soldier]] on a hit, and the Crusader's Crossbow heals and damages a teammate or enemy respectively. The Huntsman can also be made to apply the fire effect when ignited.  Note that effects are not applied when the target is [[ÜberCharge]]d by a [[Medi Gun]].
+
The properties of projectiles differ depending on the weapon that fired them. Projectiles often damage on contact like a hitscan bullet. Alternatively, many projectiles generate [[#Explosions|explosions]] upon contact, or in the case of the [[Demoman]], generate explosions and destroy themselves when a certain time has passed (in the case of [[Grenade Launcher|grenades]]) or at the Demoman's cue (in the case of stickybombs). All projectiles except [[Rocket Launcher|rockets]] and [[energy blast]]s are subject to gravity and fall downward. All gravity-affected projectiles except for [[Crusader's Crossbow|crossbow bolts]] and [[Huntsman|arrows]] are affected by air resistance. The damage of the projectiles that are fired from the Demoman's weapons (after five seconds, in the case of stickybombs), the [[Flare Gun]], the [[Detonator]], the [[Manmelter]] and the [[Huntsman]] are not affected by distance; however, the [[Crusader's Crossbow]] has an inverted damage falloff (which means damage and healing increase by distance).
  
Stickybombs adhere to the environment, but bounce off spawn walls, players, and certain other objects. Arrows stick to players and the environment, but only cosmetically; syringes also cosmetically stick to the environment. Rockets from a level 3 Sentry Gun track targets slightly and circle each other in flight; the cluster of four is considered a single object.
+
Certain projectiles apply effects upon contact. The baseballs launched by the [[Sandman]] apply a [[slow]]ing effect, while the [[Wrap Assassin]]'s bauble inflicts [[bleed]], and flares set enemies on [[fire]]. [[Jarate]] and [[Mad Milk]] do not deal damage at all, but instead apply their respective effects to enemies, temporarily remove the [[Cloak]]ing ability from [[Spies]], and put out fires within their splash radius. The [[Blutsauger]] and [[Black Box]] restore health to the firing [[Medic]] or [[Soldier]] on a hit, and the Crusader's Crossbow heals and damages a teammate or enemy respectively. The Huntsman can also be made to apply the fire effect when ignited with any Flame Thrower. Note that effects are not applied when the target is [[ÜberCharge]]d.
 +
 
 +
Stickybombs adhere to the environment, but bounce off spawn doors, players, and certain objects. Arrows and bolts stick to players and the environment, but only cosmetically; syringes also cosmetically stick to the environment. Rockets from a level 3 Sentry Gun circle each other in flight; the cluster of four is considered a single object.
  
 
=== Flames ===
 
=== Flames ===
 
{{main|Fire}}
 
{{main|Fire}}
'''Flames''' are large, damage-dealing, player-[[fire|igniting]] 'particles' fired from the Pyro's primary weapons: the [[Flamethrower]], [[Backburner]], [[Degreaser]],[[Rainblower]], and [[Phlogistinator]]. They use the projectile hitbox to judge contact, like projectiles, but do not have a visible model, have both a limited lifetime and a maximum distance, and have their damage largely determined by time since fired rather than [[Damage#Distance and randomness modifier|distance]]. Also unlike projectiles, flames do not stop when they collide with players or [[buildings]], but instead continue moving and dealing damage to other objects until their maximum lifespan is reached. Flames also do not make contact with the environment; however they will not deal damage should the center of the particle first pass through the environment or through [[water]]. Flames have a "negative" curve that cause them to drift upward, and their momentum is partially determined by the firing Pyro's movement.
+
'''Flames''' are large, damage-dealing, player-[[fire|igniting]] 'particles' fired from the Pyro's primary weapons: the [[Flame Thrower]], [[Backburner]], [[Degreaser]], [[Rainblower]], and [[Phlogistinator]]. The [[Dragon's Fury]] launches a different type of projectile, similar to a rocket, that share properties with flame particles. These particles use the projectile hitbox to judge contact, like projectiles, but have both a limited lifetime and a maximum distance, and have their damage largely determined by time since being fired rather than [[Damage#Distance and randomness modifier|distance]]. Also unlike other projectiles, flames do not stop when they collide with players or [[buildings]], but instead continue moving and dealing damage to other objects until their maximum lifespan is reached. Flame particles can bounce on the environment. They also have a "negative" curve that cause them to drift upward, and their momentum is partially determined by the firing Pyro's movement.
Both the [[Righteous Bison]] and the [[Pomson 6000]] fire a mass of flame particles instead of a normal projectile, and use the particle hitboxes. However, unlike 'usual' flame particles, their shots do not light targets on fire and have no set lifetime. As such, they are able to light Huntsman arrows , cannot be reflected and penetrate targets.
 
  
 
=== Explosions ===
 
=== Explosions ===
'''Explosions''' are instantly damaging splash effects produced by projectiles (and the [[Kamikaze]] taunt and [[Ullapool Caber]] melee weapon), that usually have significant [[knock back]]. They also use the projectile hitbox. The knock back, size, and damage of explosions vary depending on the projectile that generates them. Explosions cannot pass through walls, and thus conform their shape to the shape of their surroundings. They deal damage and knock back proportional to the amount of hitbox encompassed in their radius and the distance between their origins and the midpoints of affected players. Explosions can hit the player that fired them, which may be used to augment [[jumping]].
+
'''Explosions''' are instantly damaging splash effects produced by projectiles (and the [[Grenade (taunt)|Grenade]] taunt and [[Ullapool Caber]] melee weapon), that usually have significant [[knockback]]. They also use the projectile hitbox. The knockback, size, and damage of explosions varies depending on the projectile that generates them. Explosions cannot pass through walls, and thus conform their shape to the shape of their surroundings. They deal damage and knockback proportional to the amount of any hitbox encompassed in their radius and the distance between their origins and the midpoints of affected players. Explosions can hit the player that fired them, which may be used to augment [[jumping]] abilities.
  
 +
Rockets fired from a level 3 [[Sentry Gun]] have their damage calculated from the distance of the Engineer to the target, and not from the Sentry to the target.
 
The [[compression blast]] and splash effects from Jarate and Mad Milk are sometimes classified as explosions, and have similar properties, conforming to walls in the same way.
 
The [[compression blast]] and splash effects from Jarate and Mad Milk are sometimes classified as explosions, and have similar properties, conforming to walls in the same way.
 
+
Explosions (with the exception of the [[Scottish Resistance]] and [[Quickiebomb Launcher]]) will not destroy stickybombs but will knock them away.
Explosions (with the exception of the [[Scottish Resistance]]) will not destroy stickybombs but will knock them away.
 
  
 
=== Syringes ===
 
=== Syringes ===
'''Syringes''', fired by the [[Syringe Gun]], the [[Blutsauger]] and the [[Overdose]], are the only projectile amongst Stock weapons that cannot be destroyed or reflected by other projectiles or a compression blast. They also deal bullet damage (therefore inflicting bonus damage to enemies with a weakness to bullets and disarming Stickybombs), which is also unique amongst projectiles.
+
'''Syringes''', fired by the [[Syringe Gun]], the [[Blutsauger]], and the [[Overdose]], are some of the only projectiles that cannot be destroyed or reflected by a compression blast. They also deal bullet damage, thereby destroying Stickybombs and inflicting bonus damage to enemies with a weakness to bullets. The Syringe fired by the Crusader's Crossbow can be reflected, however.
  
 
=== Other properties of projectiles ===
 
=== Other properties of projectiles ===
The compression blast ability of the Pyro's [[Pyro#Primary|primary]] weapons can reflect all projectiles except syringes. With the exception of Stickybombs, once reflected, projectiles switch ownership to the [[Pyro]] who reflected them and deal [[Mini-Crit]] damage on enemies they hit. Baseballs from the [[Sandman]] can be reflected by a well-timed swing with the Sandman.
+
The compression blast ability of the Pyro's [[Pyro#Primary|primary]] weapons can reflect all projectiles except small energy beams from the [[Righteous Bison]] and the [[Pomson 6000]] and Syringes from the Syringe Gun, Blutsauger, and Overdose. With the exception of stickybombs, once reflected, projectiles switch ownership to the [[Pyro]] who reflected them, and deal [[Mini-Crit]] damage on enemies they hit.
  
The Huntsman's arrows [[Critical hit|critical]]ly headshot when they pierce a particular area of the projectile hitbox that is shared by all classes, although the [[Crusader's Crossbow]], which shares the same projectile, does not. The [[Backburner]] Crits when attacking an area behind of the hitbox. The flares from a [[Flare Gun]] deal Critical hits on burning players.
+
The energy orb from the [[Short Circuit]] destroys almost all projectiles in the game, with the exception of projectile-based weapons that cannot be reflected (etc. Righteous Bison, Pomson 6000).
  
When colliding in mid-air, Critical projectiles and arrows destroy other projectiles. Flares can destroy other flares. Stickybombs can be destroyed by bullets, syringes, melee weapons, or [[Scottish Resistance]]'s stickybombs, dropping [[ammo]].
+
The [[Huntsman]]'s arrows [[Critical hit|critical]]ly [[headshot]] when they pierce a particular area of the projectile hitbox, around the head. The [[Backburner]] Crits when attacking the back of a player's hitbox.
  
 +
Stickybombs on surfaces can be destroyed by bullets, syringes, melee weapons, the energy orb from the [[Short Circuit]], the charged shot of the [[Cow Mangler 5000]], or the [[Scottish Resistance]]'s and [[Quickiebomb Launcher]]'s stickybombs.
 
{{clr}}
 
{{clr}}
  
 
== Projectiles ==
 
== Projectiles ==
{{expandlist}}
+
The complete list of projectiles in ''Team Fortress 2'' is shown below. Note that "Speed" accounts for the initial movement speed of a projectile before air drag becomes prominent; this applies for the [[Sandman]]'s baseballs, [[Wrap Assassin]]'s baubles, [[Jarate]] and [[Self-Aware Beauty Mark]], which have different travel arcs and maximum distances despite appearing to be identical.
{| class="wikitable grid collapsible" style="cellspacing:none;" width="100%"
+
{{List of projectiles}}
! class="header" colspan="7" | List of projectiles
+
 
|-
+
== Update history ==
! class="header" | Projectile
+
'''{{Patch name|1|5|2023}}'''
! class="header" | Weapon
+
* Fixed entities being considered static props after long server times.
! class="header" width="310px" | {{tooltip|Speed|Initial speed. Arced projectiles change speed over time.}} <small>([[Hammer unit|HU]]/s)</small>
+
** Fixed rockets occasionally being solid.
! class = "header" | {{Tooltip|Arcs|Determines if the projectile travels in a straight line or if it slowly arcs to the ground}}
+
 
! class = "header" | {{Tooltip|Sticks|Determines if the projectile sticks to a surface}}
+
'''{{Patch name|8|13|2024}}'''
! class = "header" | {{Tooltip|Reflect?|Determines if the projectile can be reflected by the Pyro's compression blast}}
+
* Fixed hearing the deflection sound when deflecting arrows that are already stuck in something. (community fix from Marxvee).
! class = "header" width="100px" | Destroyed by
+
* Fixed arrows instantly breaking when being fired by an invulnerable player with the projectile penetration upgrade in [[Mann vs. Machine]]. (community fix from Marxvee).
|-
+
 
! rowspan="3" class="subheader" style="text-align:center;" | Arrow
+
'''{{Patch name|10|10|2024}}'''
| rowspan="2" | '''[[Huntsman]]'''
+
* Fixed the reload speed attribute in [[Mann vs. Machine]] not scaling projectile speed and gravity correctly for the Huntsman. (community fix from Marxvee).
| style="border-bottom:none;" |
+
 
{|
+
== Gallery ==
| width="180px" height="100%" style="background-color:#FDE7B6; border:1px solid #79542B;" | {{tooltip|1800|Uncharged}}
+
<gallery perrow="3">
|}
+
File:Scout Bounding Boxes.png|Scout bounding box while standing and crouching.
| rowspan="3" | {{c|Yes}}
+
File:Soldier Bounding Boxes.png|Soldier bounding box while standing and crouching.
| rowspan="3" | {{c|Yes}}
+
File:Pyro Bounding Boxes.png|Pyro bounding box while standing and crouching.
| rowspan="3" | {{c|Yes}}
+
File:Demoman Bounding Boxes.png|Demoman bounding box while standing and crouching.
| rowspan="3" | Arrows<br/>[[Short Circuit]]
+
File:Heavy Bounding Boxes.png|Heavy bounding box while standing and crouching.
|-
+
File:Engineer Bounding Boxes.png|Engineer bounding box while standing and crouching.
| style="border-top:none;" |
+
File:Medic Bounding Boxes.png|Medic bounding box while standing and crouching.
{|
+
File:Sniper Bounding Boxes.png|Sniper bounding box while standing and crouching.
| width="260px" height="100%" style="background-color:#FDE7B6; border:1px solid #79542B;" | {{tooltip|2600|Fully charged}}
+
File:Spy Bounding Boxes.png|Spy bounding box while standing and crouching.
|}
+
</gallery>
|-
 
| '''[[Crusader's Crossbow]]'''
 
|
 
{|
 
| width="240px" height="100%" style="background-color:#FDE7B6; border:1px solid #79542B;" | 2400
 
|}
 
|-
 
! rowspan="2" class="subheader" style="text-align:center;" | [[Sandman|Baseball]]&nbsp;/ [[Wrap Assassin|Bauble]]
 
| '''[[Sandman]]'''
 
| style="border-bottom:none;" |
 
{|
 
| width="300px" height="100%" style="background-color:#FDE7B6; border:1px solid #79542B;" | 3000
 
|}
 
| rowspan="2" | {{c|Yes}}
 
| rowspan="2" | {{c|No}}
 
| rowspan="2" | {{c|Yes}}
 
| rowspan="2" | Short Circuit
 
|-
 
| '''[[Wrap Assassin]]'''
 
| style="border-top:none;" |
 
{|
 
| width="300px" height="100%" style="background-color:#FDE7B6; border:1px solid #79542B;" | 3000
 
|}
 
|-
 
! class="subheader" style="text-align:center;" | Large energy blast
 
| '''[[Cow Mangler 5000]]'''
 
|
 
{|
 
| width="100px" height="100%" style="background-color:#FDE7B6; border:1px solid #79542B;" | 1000
 
|}
 
| {{c|No}}
 
| {{c|No}}
 
| {{c|Yes}}
 
| ''Nothing''
 
|-
 
! rowspan="2" class="subheader" style="text-align:center;" | Small energy blast
 
| '''[[Righteous Bison]]'''
 
| style="background-color:lightgray;" rowspan="2" | ''Unknown''
 
| rowspan="2" | {{c|No}}
 
| rowspan="2" | {{c|No}}
 
| rowspan="2" | {{c|No}}
 
| rowspan="2" | ''Nothing''
 
|-
 
| '''[[Pomson 6000]]'''
 
|-
 
! class="subheader" style="text-align:center;" rowspan="4" | Flare
 
| '''[[Flare Gun]]'''
 
| style="border-bottom:none;" |
 
{|
 
| width="200px" height="100%" style="background-color:#FDE7B6; border:1px solid #79542B;" rowspan="3" | 2000
 
|}
 
| rowspan="4" | {{c|Yes}}
 
| rowspan="4" | {{c|No}}
 
| rowspan="3" | {{c|Yes}}
 
| rowspan="3" | Flares
 
|-
 
| '''[[Detonator]]'''
 
| style="border-bottom:none; border-top:none;" |
 
{|
 
| width="200px" height="100%" style="background-color:#FDE7B6; border:1px solid #79542B;" rowspan="3" | 2000
 
|}
 
|-
 
| '''[[Scorch Shot]]'''
 
| style="border-top:none;" |
 
{|
 
| width="200px" height="100%" style="background-color:#FDE7B6; border:1px solid #79542B;" rowspan="3" | 2000
 
|}
 
|-
 
| '''[[Manmelter]]'''
 
|
 
{|
 
| width="300px" height="100%" style="background-color:#FDE7B6; border:1px solid #79542B;" | 3000
 
|}
 
| {{c|No}}
 
| ''Nothing''
 
|-
 
! class="subheader" style="text-align:center;" rowspan="2" | Grenade
 
| '''[[Grenade Launcher]]'''
 
|
 
{|
 
| width="122px" height="100%" style="background-color:#FDE7B6; border:1px solid #79542B;" | 1215&ndash;1220
 
|}
 
| rowspan="2" | {{c|Yes}}
 
| rowspan="2" | {{c|No}}
 
| rowspan="2" | {{c|Yes}}
 
| rowspan="2" | Short Circuit
 
|-
 
| '''[[Loch-n-Load]]'''
 
|
 
{|
 
| width="152px" height="100%" style="background-color:#FDE7B6; border:1px solid #79542B;" | 1510&ndash;1525
 
|}
 
|-
 
! class="subheader" style="text-align:center;" rowspan="2" | Jar
 
| '''[[Jarate]]'''
 
| style="border-bottom:none;" |
 
{|
 
| width="93px" height="100%" style="background-color:#FDE7B6; border:1px solid #79542B;" | &#x2007;925&ndash;935
 
|}
 
| rowspan="2" | {{c|Yes}}
 
| rowspan="2" | {{c|No}}
 
| rowspan="2" | {{c|Yes}}
 
| rowspan="2" | Arrows<br/>Short Circuit
 
|-
 
| '''[[Mad Milk]]'''
 
| style="border-top:none;" |
 
{|
 
| width="93px" height="100%" style="background-color:#FDE7B6; border:1px solid #79542B;" | &#x2007;925&ndash;935
 
|}
 
|-
 
! class="subheader" style="text-align:center;" rowspan="9" | Rockets
 
| '''[[Rocket Launcher]]'''
 
| style="border-bottom:none;" |
 
{|
 
| width="110px" height="100%" style="background-color:#FDE7B6; border:1px solid #79542B;" | 1100
 
|}
 
| rowspan="9" | {{c|No}}
 
| rowspan="9" | {{c|No}}
 
| rowspan="9" | {{c|Yes}}
 
| rowspan="8" | Arrows<br/>Short Circuit
 
|-
 
| '''[[Black Box]]'''
 
| style="border-bottom:none; border-top:none;" |
 
{|
 
| width="110px" height="100%" style="background-color:#FDE7B6; border:1px solid #79542B;" | 1100
 
|}
 
|-
 
| '''[[Rocket Jumper]]'''
 
| style="border-bottom:none; border-top:none;" |
 
{|
 
| width="110px" height="100%" style="background-color:#FDE7B6; border:1px solid #79542B;" | 1100
 
|}
 
|-
 
| '''[[Original]]'''
 
| style="border-top:none;" |
 
{|
 
| width="110px" height="100%" style="background-color:#FDE7B6; border:1px solid #79542B;" | 1100
 
|}
 
|-
 
| '''[[Direct Hit]]'''
 
|
 
{|
 
| width="198px" height="100%" style="background-color:#FDE7B6; border:1px solid #79542B;" | 1980
 
|}
 
|-
 
| '''[[Liberty Launcher]]'''
 
|
 
{|
 
| width="154px" height="100%" style="background-color:#FDE7B6; border:1px solid #79542B;" | 1540
 
|}
 
|-
 
| rowspan="2" | '''[[MONOCULUS]]'''
 
| style="border-bottom:none;" |
 
{|
 
| width="33px" height="100%" style="background-color:#FDE7B6; border:1px solid #79542B;" | &#x2007;{{tooltip|330|Firing normally}}
 
|}
 
|-
 
| style="border-top:none;" |
 
{|
 
| width="110px" height="100%" style="background-color:#FDE7B6; border:1px solid #79542B;" | {{tooltip|1100|Enraged}}
 
|}
 
|-
 
| '''[[Sentry Gun]]''' (level 3)
 
|
 
{|
 
| width="110px" height="100%" style="background-color:#FDE7B6; border:1px solid #79542B;" | 1100
 
|}
 
| style="background-color:lightgray;" | ''Unknown''
 
|-
 
! class="subheader" style="text-align:center;" rowspan="6" | [[Stickybomb]]s
 
| rowspan="2" | '''[[Stickybomb Launcher]]'''
 
| style="border-bottom:none;" |
 
{|
 
| width="92px" height="100%" style="background-color:#FDE7B6; border:1px solid #79542B;" | &#x2007;{{tooltip|920&ndash;925|Minimum charge}}
 
|}
 
| rowspan="6" | {{c|Yes}}
 
| rowspan="6" | {{c|Neutral|To world}}
 
| rowspan="6" | {{c|Yes}}
 
| rowspan="6" | '''In air:'''<br/>''Nothing''<br/>'''On surface:'''<br/>Bullets<br/>Melee weapons<br/>Syringes<br/>{{tooltip|SR|Scottish Resistance}}&nbsp;Stickybombs<br/>Short Circuit
 
|-
 
| style="border-bottom:none; border-top:none;" |
 
{|
 
| width="241px" height="100%" style="background-color:#FDE7B6; border:1px solid #79542B;" | &#x2007;{{tooltip|2405&ndash;2410|Maximum charge}}
 
|}
 
|-
 
| rowspan="2" | '''[[Scottish Resistance]]'''
 
| style="border-bottom:none; border-top:none;" |
 
{|
 
| width="92px" height="100%" style="background-color:#FDE7B6; border:1px solid #79542B;" | &#x2007;{{tooltip|920&ndash;925|Minimum charge}}
 
|}
 
|-
 
| style="border-bottom:none; border-top:none;" |
 
{|
 
| width="241px" height="100%" style="background-color:#FDE7B6; border:1px solid #79542B;" | &#x2007;{{tooltip|2405&ndash;2410|Maximum charge}}
 
|}
 
|-
 
| rowspan="2" | '''[[Sticky Jumper]]'''
 
| style="border-bottom:none; border-top:none;" |
 
{|
 
| width="92px" height="100%" style="background-color:#FDE7B6; border:1px solid #79542B;" | &#x2007;{{tooltip|920&ndash;925|Minimum charge}}
 
|}
 
|-
 
| style="border-top:none;" |
 
{|
 
| width="241px" height="100%" style="background-color:#FDE7B6; border:1px solid #79542B;" | &#x2007;{{tooltip|2405&ndash;2410|Maximum charge}}
 
|}
 
|-
 
! rowspan="3" class="subheader" style="text-align:center;" | Syringe
 
| '''[[Syringe Gun]]'''
 
| style="border-bottom:none;" |
 
{|
 
| width="100px" height="100%" style="background-color:#FDE7B6; border:1px solid #79542B;" | 1000
 
|}
 
| rowspan="3" | {{c|Yes}}
 
| rowspan="3" | {{c|Neutral|To world}}
 
| rowspan="3" | {{c|No}}
 
| rowspan="3" | ''Nothing''
 
|-
 
| '''[[Blutsauger]]'''
 
| style="border-bottom:none; border-top:none;" |
 
{|
 
| width="100px" height="100%" style="background-color:#FDE7B6; border:1px solid #79542B;" | 1000
 
|}
 
|-
 
| '''[[Overdose]]'''
 
| style="border-top:none;" |
 
{|
 
| width="100px" height="100%" style="background-color:#FDE7B6; border:1px solid #79542B;" | 1000
 
|}
 
|}
 
  
 
== See also ==
 
== See also ==
 
* [[Weapons]]
 
* [[Weapons]]
 
* [[Hitscan]]
 
* [[Hitscan]]
 +
* [[Melee]]
 +
 +
{{Mechanics Nav}}
  
 
[[Category:Gameplay]]
 
[[Category:Gameplay]]

Latest revision as of 05:00, 13 October 2024

Assistance bitte!
Catch dis.
The Scout

Projectiles, unlike hitscan bullets, do not travel instantaneously across the map, but rather at a preset speed, differing depending on the projectile, and are often subject to engine physics. Projectiles use a large hitbox shared by all classes to judge contact, the same as that used by melee weapons, other players, and the environment. The damage of a projectile is usually determined by the distance the target is from the attacker upon collision or, alternatively, from the spot said attacker was at upon death. Many projectiles have unique properties, which differ depending on the weapon. Projectiles are not affected by lag compensation.

A Heavy's dropped Sandvich, pieces of destroyed Stickybombs, buildings, Sappers, and dropped weapon pickups from dead players are not considered projectiles. Although they are launched and subject to engine physics, they have different properties.

Special projectiles

The properties of projectiles differ depending on the weapon that fired them. Projectiles often damage on contact like a hitscan bullet. Alternatively, many projectiles generate explosions upon contact, or in the case of the Demoman, generate explosions and destroy themselves when a certain time has passed (in the case of grenades) or at the Demoman's cue (in the case of stickybombs). All projectiles except rockets and energy blasts are subject to gravity and fall downward. All gravity-affected projectiles except for crossbow bolts and arrows are affected by air resistance. The damage of the projectiles that are fired from the Demoman's weapons (after five seconds, in the case of stickybombs), the Flare Gun, the Detonator, the Manmelter and the Huntsman are not affected by distance; however, the Crusader's Crossbow has an inverted damage falloff (which means damage and healing increase by distance).

Certain projectiles apply effects upon contact. The baseballs launched by the Sandman apply a slowing effect, while the Wrap Assassin's bauble inflicts bleed, and flares set enemies on fire. Jarate and Mad Milk do not deal damage at all, but instead apply their respective effects to enemies, temporarily remove the Cloaking ability from Spies, and put out fires within their splash radius. The Blutsauger and Black Box restore health to the firing Medic or Soldier on a hit, and the Crusader's Crossbow heals and damages a teammate or enemy respectively. The Huntsman can also be made to apply the fire effect when ignited with any Flame Thrower. Note that effects are not applied when the target is ÜberCharged.

Stickybombs adhere to the environment, but bounce off spawn doors, players, and certain objects. Arrows and bolts stick to players and the environment, but only cosmetically; syringes also cosmetically stick to the environment. Rockets from a level 3 Sentry Gun circle each other in flight; the cluster of four is considered a single object.

Flames

Main article: Fire

Flames are large, damage-dealing, player-igniting 'particles' fired from the Pyro's primary weapons: the Flame Thrower, Backburner, Degreaser, Rainblower, and Phlogistinator. The Dragon's Fury launches a different type of projectile, similar to a rocket, that share properties with flame particles. These particles use the projectile hitbox to judge contact, like projectiles, but have both a limited lifetime and a maximum distance, and have their damage largely determined by time since being fired rather than distance. Also unlike other projectiles, flames do not stop when they collide with players or buildings, but instead continue moving and dealing damage to other objects until their maximum lifespan is reached. Flame particles can bounce on the environment. They also have a "negative" curve that cause them to drift upward, and their momentum is partially determined by the firing Pyro's movement.

Explosions

Explosions are instantly damaging splash effects produced by projectiles (and the Grenade taunt and Ullapool Caber melee weapon), that usually have significant knockback. They also use the projectile hitbox. The knockback, size, and damage of explosions varies depending on the projectile that generates them. Explosions cannot pass through walls, and thus conform their shape to the shape of their surroundings. They deal damage and knockback proportional to the amount of any hitbox encompassed in their radius and the distance between their origins and the midpoints of affected players. Explosions can hit the player that fired them, which may be used to augment jumping abilities.

Rockets fired from a level 3 Sentry Gun have their damage calculated from the distance of the Engineer to the target, and not from the Sentry to the target. The compression blast and splash effects from Jarate and Mad Milk are sometimes classified as explosions, and have similar properties, conforming to walls in the same way. Explosions (with the exception of the Scottish Resistance and Quickiebomb Launcher) will not destroy stickybombs but will knock them away.

Syringes

Syringes, fired by the Syringe Gun, the Blutsauger, and the Overdose, are some of the only projectiles that cannot be destroyed or reflected by a compression blast. They also deal bullet damage, thereby destroying Stickybombs and inflicting bonus damage to enemies with a weakness to bullets. The Syringe fired by the Crusader's Crossbow can be reflected, however.

Other properties of projectiles

The compression blast ability of the Pyro's primary weapons can reflect all projectiles except small energy beams from the Righteous Bison and the Pomson 6000 and Syringes from the Syringe Gun, Blutsauger, and Overdose. With the exception of stickybombs, once reflected, projectiles switch ownership to the Pyro who reflected them, and deal Mini-Crit damage on enemies they hit.

The energy orb from the Short Circuit destroys almost all projectiles in the game, with the exception of projectile-based weapons that cannot be reflected (etc. Righteous Bison, Pomson 6000).

The Huntsman's arrows critically headshot when they pierce a particular area of the projectile hitbox, around the head. The Backburner Crits when attacking the back of a player's hitbox.

Stickybombs on surfaces can be destroyed by bullets, syringes, melee weapons, the energy orb from the Short Circuit, the charged shot of the Cow Mangler 5000, or the Scottish Resistance's and Quickiebomb Launcher's stickybombs.

Projectiles

The complete list of projectiles in Team Fortress 2 is shown below. Note that "Speed" accounts for the initial movement speed of a projectile before air drag becomes prominent; this applies for the Sandman's baseballs, Wrap Assassin's baubles, Jarate and Self-Aware Beauty Mark, which have different travel arcs and maximum distances despite appearing to be identical.

List of projectiles
Projectile Weapon Speed (Hu/s) Arcs Sticks Reflectable Can be destroyed by
Mad Milk
Jar
Leaderboard class scout.png Mad Milk
1019.9
Pictogram tick.png Yes Pictogram cross.png No Pictogram tick.png Yes
  • Short Circuit
Mutated Milk
Jar
Leaderboard class scout.png Mutated Milk
Flying Guillotine
Cleaver
Leaderboard class scout.png Flying Guillotine
3000
Pictogram tick.png Yes Pictogram cross.png No Pictogram tick.png Yes
  • Short Circuit
Sandman Baseball.png
Baseball
Leaderboard class scout.png Sandman
3000
Pictogram tick.png Yes Pictogram cross.png No Pictogram tick.png Yes
  • Short Circuit
Festive ornament red.png
Bauble
Leaderboard class scout.png Wrap Assassin
Rocket.png
Rocket
Leaderboard class soldier.png Rocket Launcher
Black Box
Rocket Jumper
Original
Beggar's Bazooka
1100
Pictogram cross.png No Pictogram cross.png No Pictogram tick.png Yes
  • Short Circuit
Leaderboard class soldier.png Direct Hit
1980
Leaderboard class soldier.png Liberty Launcher
1540
RED Cow Mangler 5000 Beam.png
Large energy beam
Leaderboard class soldier.png Cow Mangler 5000
1100
  • Short Circuit
Air Strike Projectile.png
Rocket
Leaderboard class soldier.png Air Strike
  • Short Circuit
RED Righteous Bison Beam.png
Small energy beam
Leaderboard class soldier.png Righteous Bison
1200
Pictogram cross.png No Pictogram cross.png No Pictogram cross.png No
Dragon's Fury fireball.png
Fireball
Leaderboard class pyro.png Dragon's Fury
3000
Pictogram cross.png No Pictogram cross.png No Pictogram tick.png Yes
  • Short Circuit
Flare proj red.png
Flare
Leaderboard class pyro.png Flare Gun
Scorch Shot
2000
Pictogram tick.png Yes Pictogram cross.png No Pictogram tick.png Yes
  • Short Circuit
Detonator proj red.png
Flare
Leaderboard class pyro.png Detonator
Flare proj red.png
Flare
Leaderboard class pyro.png Manmelter
3000
RED Gas Passer.png
Gas Can
Leaderboard class pyro.png Gas Passer
2009.2
Pictogram tick.png Yes Pictogram cross.png No Pictogram tick.png Yes
  • Short Circuit
Grenade proj red.png
Grenade
Leaderboard class demoman.png Grenade Launcher
1216.6
Pictogram tick.png Yes Pictogram cross.png No Pictogram tick.png Yes
  • Short Circuit
Leaderboard class demoman.png Loch-n-Load
1513.3
Loose Cannon proj red.png
Cannonball
Leaderboard class demoman.png Loose Cannon
1453.9
RED Iron Bomber Projectile.png
Grenade
Leaderboard class demoman.png Iron Bomber
1216.6
Sticky proj red.png
Stickybomb
Leaderboard class demoman.png Stickybomb Launcher
925.38 2409.2
Pictogram tick.png Yes Pictogram neutral.png To world Pictogram tick.png Yes In air:
  • Short Circuit

On surface:

  • Bullets
  • Melee weapons
  • Syringes
  • Scottish Resistance
  • Quickiebomb Launcher
  • Short Circuit
  • Detonator
  • Scorch Shot
Scores proj red.png
Stickybomb
Leaderboard class demoman.png Scottish Resistance
Sticky Jumper bomb RED.png
Stickybomb
Leaderboard class demoman.png Sticky Jumper
RED Quickiebomb Launcher Projectile.png
Stickybomb
Leaderboard class demoman.png Quickiebomb Launcher
930.88 2409.2
Sentry Rocket.png
Rocket
Leaderboard class engineer.png Sentry Gun (Level 3)
1100
Pictogram cross.png No Pictogram cross.png No Pictogram tick.png Yes
  • Short Circuit
RED Pomson 6000 Beam.png
Small energy beam
Leaderboard class engineer.png Pomson 6000
1200
Pictogram cross.png No Pictogram cross.png No Pictogram cross.png No
Rescue Ranger Projectile RED.png
Repair claw
Leaderboard class engineer.png Rescue Ranger
2400
Pictogram tick.png Yes Pictogram tick.png Yes Pictogram tick.png Yes
  • Short Circuit
RED Syringe Gun Ammo.png
Syringe
Leaderboard class medic.png Syringe Gun
Blutsauger
Overdose
1000
Pictogram tick.png Yes Pictogram neutral.png To world Pictogram cross.png No
Leaderboard class medic.png Crusader's Crossbow
2400
Pictogram tick.png Yes Pictogram tick.png Yes Pictogram tick.png Yes
  • Short Circuit
Arrow proj.png
Arrow
Leaderboard class sniper.png Huntsman
Fortified Compound
1800 2600
Pictogram tick.png Yes Pictogram tick.png Yes Pictogram tick.png Yes
  • Short Circuit
Jarate
Jar
Leaderboard class sniper.png Jarate
1017.9
Pictogram tick.png Yes Pictogram cross.png No Pictogram tick.png Yes
  • Short Circuit
Self-Aware Beauty Mark
Jar
Leaderboard class sniper.png Self-Aware Beauty Mark
Grappling Hook Projectile.png
Grappling Hook
TF2 crosshair orange.png Grappling Hook
1500
Pictogram cross.png No Pictogram tick.png Yes Pictogram cross.png No
Spellbook Pickup.png
Magic Spells
TF2 crosshair orange.png Magic Spells
422.17 1019.8
Pictogram neutral.png Sometimes Pictogram cross.png No Pictogram cross.png No
Monoculus proj.png
Rocket
Monoculus angry.png MONOCULUS
330 1100
Pictogram cross.png No Pictogram cross.png No Pictogram tick.png Yes
  • Short Circuit

Update history

January 5, 2023 Patch

  • Fixed entities being considered static props after long server times.
    • Fixed rockets occasionally being solid.

August 13, 2024 Patch

  • Fixed hearing the deflection sound when deflecting arrows that are already stuck in something. (community fix from Marxvee).
  • Fixed arrows instantly breaking when being fired by an invulnerable player with the projectile penetration upgrade in Mann vs. Machine. (community fix from Marxvee).

October 10, 2024 Patch

  • Fixed the reload speed attribute in Mann vs. Machine not scaling projectile speed and gravity correctly for the Huntsman. (community fix from Marxvee).

Gallery

See also