Difference between revisions of "Sticky Jumper"

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{{Item infobox
 
{{Item infobox
| type             = weapon
+
| type               = weapon
| image           = Sticky_IMG.png
+
| image             = Sticky Jumper.png
| used-by         = [[Demoman]]
+
| 3d-image-1        = Sticky Jumper
| slot             = secondary
+
| 3d-image-2        = Sticky Jumper Projectile
| availability     = Craft, Purchase
+
| 3d-button-1        = default
| ammo-loaded     = 8
+
| 3d-button-2        = colored_pair
| ammo-carried     = 48
+
| 3d-viewname-1      = Default
| reload           = Single
+
| 3d-viewname-2      = Projectile
| loadout         = yes
+
| hide-kill-icon    = off
   | quality       = unique
+
| used-by           = {{used by|Demoman}}
   | level         = Level 1 Stickybomb Launcher
+
| slot               = secondary
   | att-1-neutral  = A special no-damage stickybomb launcher for learning sticky jump tricks and patterns
+
| released          = {{Patch name|10|27|2010}}
   | att-2-positive = +200% max primary ammo on wearer
+
| released-major    = Scream Fortress Update
   | att-3-positive = No self inflicted blast damage taken
+
| availability       = {{avail|drop|craft|purchase|collectors}}
   | att-4-negative = -100% damage done
+
| trade              = yes
   | att-5-negative = -75 max health on wearer
+
| gift              = yes
 +
| marketable        = yes
 +
| numbered          = no
 +
| ammo-loaded       = 8
 +
| ammo-carried       = 72
 +
| reload             = Single
 +
| loadout           = yes
 +
   | item-kind       = {{item kind|Stickybomb Launcher}}
 +
   | item-level       = 1
 +
  | item-description = {{item description|Sticky Jumper}}
 +
   | att-1-positive  = {{attribute|MaxammoSecondary_Increased|200}}
 +
   | att-2-positive   = {{attribute|NoSelfBlastDmg}}
 +
   | att-3-negative  = {{attribute|DamageDone_Negative|-100}}
 +
   | att-4-negative   = {{attribute|CritChance_Disabled}}
 +
   | att-5-negative   = {{attribute|MaxPipebombs_Decreased|-6}}
 +
  | att-6-negative  = {{attribute|CannotPickUpIntelligence}}
 
}}
 
}}
{{Quotation|'''The Demoman''' on Sticky Jumping training techniques.|It's a fine thing, lads, heheh.|sound=Demoman_cheers08.wav}}
 
  
The '''Sticky Jumper''' is a training weapon for the [[Demoman]] class, replacing and appearing identical to the [[Stickybomb Launcher]].
+
{{Quotation|'''The Demoman''' on sticky jumping training techniques|Aye, that's the way ye do it! Hehah!|sound=Demoman autocappedintelligence01.wav}}
  
As a training item, this weapon fires stickies that do no damage to the player or enemies but still inflict [[knockback]] on the player. This allows players to freely practice sticky jumping. The ammo count is also tripled, giving the user forty eight extra sticky mines, though the Demoman's health is reduced by 75 points. Also, the user takes no damage from grenades shot from their own Grenade Launcher.
+
The '''Sticky Jumper''' is a [[Weapons#demomansecondary|secondary weapon]] for the [[Demoman]]. It is similar in shape to the [[Stickybomb Launcher]], but with an orange-and-white painted drum magazine, a triangular sign depicting a silhouette of a sticky jumping Demoman, and a flared muzzle. The weapon fires rounded [[Stickybomb]]s without any spikes.
  
==Damage==
+
The Sticky Jumper fires completely harmless stickybombs, allowing players to freely practice [[Jumping#Basic sticky jump|sticky jumping]] techniques without taking self-inflicted damage from explosions. Only two stickybombs can be deployed at once, compared to the stock Stickybomb Launcher's eight. The ammo count for the weapon is also tripled, giving the user forty-eight extra stickybombs to use. While in midair via a Sticky Jumper sticky jump, a distinct [[Media:Grappling hook wind.wav|flying sound]] plays, acknowledging the player's success. However, stickybombs fired from the Sticky Jumper deal no damage or knockback to enemy players, making it completely ineffective as an actual weapon. In addition, players equipped with this weapon are unable to carry the [[Pickups#Game mode Pickups|objective pickup]] in [[Capture the Flag]], [[Special Delivery (game mode)|Special Delivery]], and [[PASS Time]].
{{See also|Damage}}
+
 
*Effect: The '''Sticky Jumper''' renders the user incapable of harming themself with explosive damage, while incapable of doing damage.
+
== Function times ==
 +
{{Damage table
 +
| identical      = [[Stickybomb Launcher]]
 +
| function times  = yes
 +
| attack interval = 0.6 s
 +
| reload first    = 1.09 s
 +
| reload more    = 0.67 s
 +
| activation time = 0.7 s
 +
| max charge time = 4 s
 +
}}
 +
 
 +
{{Weapon Demonstration}}
 +
 
 +
== Crafting ==
 +
{{See also|Crafting}}
 +
 
 +
=== Blueprint ===
 +
{{Blueprint
 +
| ingredient-1 = Ullapool Caber
 +
| ingredient-1-amount = 3
 +
| ingredient-2 = Reclaimed Metal
 +
| result = Sticky Jumper
 +
}}
 +
{{Blueprint | autoresult = Demoman secondary}}
 +
 
 +
=== As a crafting ingredient ===
 +
{{Blueprint
 +
| ingredient-1 = Reclaimed Metal
 +
| ingredient-2 = Buff Banner
 +
| ingredient-3 = Sticky Jumper
 +
| result = B.A.S.E. Jumper
 +
}}
 +
 
 +
== Related achievements ==
 +
=== {{class link|Soldier}} ===
 +
{{Achievement table
 +
| 1 = {{Show achievement|Soldier|Bomb Squaddie}}
 +
}}
 +
 
 +
 
 +
=== {{class link|Demoman}} ===
 +
{{Achievement table
 +
| 1 = {{Show achievement|Demoman|Double Mauled Scotch}}
 +
      {{Show achievement|Demoman|Highland Fling}}
 +
      {{Show achievement|Demoman|Robbed Royal}}
 +
| 2 = {{Show achievement|Demoman|The High Road}}
 +
      {{Show achievement|Demoman|The Scottish Play}}
 +
}}
 +
 
 +
 
 +
=== {{class link|Heavy}} ===
 +
{{Achievement table
 +
| 1 = {{Show achievement|Heavy|0wn the Means of Production}}
 +
}}
  
==Function Times==
 
*Attack Interval: 0.6
 
*Reload Base: 1.09
 
*Additional Reload: 0.67
 
*Sticky Bomb Initialization: 0.92
 
*Time to Fully Charge: 4.00
 
Reload base is the time it takes to reload the first ammo. Additional reload is the time it takes to reload each ammo after the first. Sticky bomb initialization is the time from when the sticky bomb leaves your weapon to when you're allowed to detonate it. All times are in seconds. Times are approximate and determined by community testing.
 
  
 +
=== {{class link|Engineer}} ===
 +
{{Achievement table
 +
| 1 = {{Show achievement|Engineer|How the Pests was Gunned}}
 +
}}
  
==Demonstration==
 
{{youtube | bNaQNwMuQOM}}
 
  
==Blueprint==
+
=== {{class link|Sniper}} ===
{{Blueprint|
+
{{Achievement table
ingredient-1=Scrap Metal|
+
| 1 = {{Show achievement|Sniper|Eagle Eye}}
ingredient-2=Demoman Token|
+
| 2 = {{Show achievement|Sniper|Jumper Stumper}}
ingredient-3=Primary Token|
 
result=Sticky Jumper|
 
result-2=Scottish Resistance|
 
result-3=Chargin' Targe|
 
 
}}
 
}}
  
'''''Note:''' The blueprint for the Sticky Jumper is also used for crafting either the [[Scottish Resistance]] or [[Chargin' Targe]], therefore there's a 33% chance of getting any of these three weapons.''
+
== Update history ==
 +
{{Update history | '''{{Patch name|10|27|2010}}''' ([[Scream Fortress Update]])
 +
* The Sticky Jumper was added to the game.
  
==Previous Changes==
+
'''{{Patch name|10|28|2010}}'''
[[October 28, 2010 Patch]]
+
* Fixed the Sticky Jumper doing damage to enemies.
* A bug that allowed stickies launched by the Sticky Jumper to cause damage is fixed.
+
* {{Undocumented}} Equipping the Sticky Jumper no longer multiplies the [[Grenade Launcher]]'s carried ammo instead of the Sticky Jumper's ammo.
* Before the patch, equipping the Sticky Launcher multiplied the Grenade Launcher's carried ammo instead of the Sticky Launcher's ammo.
 
  
==Bugs==
+
'''{{Patch name|11|19|2010}}'''
*[[Pumpkin bombs]] set off by the wielder do no self damage.
+
* The Sticky Jumper can now be [[Gift Wrap|gift wrap]]ped.
* Currently, there is a bug with the Sticky Jumper that causes the Demoman to lose 75 HP (not from his maximum HP) upon respawning at the beginning of a new round, if he had the Sticky Jumper equipped during the end of the previous round. This means a Demoman could spawn with just 25 HP instead of 100 HP.
 
  
==Trivia==
+
'''{{Patch name|12|22|2010}}'''
* Using the Sticky Jumper in conjuction with the [[Eyelander]] or the [[Horseless Headless Horsemann's Headtaker]] will give the Demoman 75 maximum health: The lowest non-bugged max health of any class.
+
* Changed attributes:
 +
** Removed max [[health]] penalty
 +
** Added +100% bullet, explosive, and fire damage vulnerabilities
 +
 
 +
'''{{Patch name|2|14|2011}}'''
 +
* Fixed melee attacks not destroying remote detonation pipes (Stickybombs).
 +
 
 +
'''{{Patch name|4|20|2011}}'''
 +
* Fixed the Sticky Jumper and the Stickybomb Launcher using the wrong skins.
 +
 
 +
'''{{Patch name|7|1|2011}}'''
 +
* {{Undocumented}} The Sticky Jumper no longer prevents self-damage from explosions made with the [[Ullapool Caber]], Grenade Launcher, [[Pumpkin Bomb]] or [[Loch-n-Load]].
 +
 
 +
'''{{Patch name|7|22|2011}}'''
 +
* {{Undocumented}} The damage penalty attribute was changed from "-100% damage done" to "-100% damage penalty".
 +
 
 +
'''{{Patch name|9|15|2011}}'''
 +
* The Sticky Jumper now uses a unique texture and projectile.
 +
* The Sticky Jumper no longer causes the wielder to take increased damage from other sources.
 +
* {{Undocumented}} Removed the ability to randomly score a Critical hit on the Sticky Jumper.
 +
* {{Undocumented}} Fixed a bug allowing a Demoman to damage himself with Sticky Jumper's detonation while holding any other weapon.
 +
* {{Undocumented}} Added a new sound when Sticky Jumper projectiles touch the ground.
 +
* {{Undocumented}} Shortened the range of stickybombs fired from the Sticky Jumper.
 +
 
 +
'''{{Patch name|9|20|2011}}'''
 +
* Updated the physics for the Sticky Jumper projectiles so they behave like regular sticky bombs.
 +
 
 +
'''{{Patch name|10|13|2011}}''' ([[Manniversary Update & Sale]])
 +
* Fixed Demoman weapons primary/secondary being backwards in the loadout screen.
 +
* Fixed effects on Sticky Jumper grenades.
 +
 
 +
'''{{Patch name|4|27|2012}}'''
 +
* Fixed Sticky Jumper stickybombs changing team when air-blasted.
 +
 
 +
'''{{Patch name|5|31|2012}}'''
 +
* Players with the Sticky Jumper equipped cannot carry the intelligence.
 +
 
 +
'''{{Patch name|6|27|2012}}''' ([[Pyromania Update]])
 +
* Added 'flying' sound to blast jumps.
 +
* {{Undocumented}} Added the Sticky Jumper to the item drop system.
 +
 
 +
'''{{Patch name|3|4|2013}}'''
 +
* Added a crafting recipe for the Sticky Jumper.
 +
 
 +
'''{{Patch name|9|16|2013}}'''
 +
* Updated The Sticky Jumper to only allow 2 active stickybombs at a time.
 +
 
 +
'''{{Patch name|11|12|2013}}'''
 +
* {{Undocumented}} Added [[Collector's]] quality.
 +
 
 +
'''{{Patch name|7|2|2015}} #1''' ([[Gun Mettle Update]])
 +
* {{Undocumented}} Updated model to c_model system.
 +
 
 +
'''{{Patch name|7|23|2015}} #1'''
 +
* Fixed being able to carry the flag with the Sticky Jumper.
 +
 
 +
'''{{Patch name|2|29|2016}}'''
 +
* {{Undocumented}} Updated all Stickybomb Launcher's reload sounds.
 +
 
 +
'''{{Patch name|7|7|2016}}''' ([[Meet Your Match Update]])
 +
* Updated model/materials and sound.
 +
 
 +
'''{{Patch name|8|3|2016}}'''
 +
* Updated the tooltips for the Sticky Jumper to include the PASS Time JACK in the list of items that can't be picked up while equipped.
 +
 
 +
'''{{Patch name|8|16|2016}}'''
 +
* Removed the damage effects and pain sounds when using the Sticky Jumper.}}
 +
 
 +
== Bugs ==
 +
* While this weapon is equipped, the user is unable to collect the pickup-objective (beer bottles, body parts etc.) in [[Player Destruction]] maps.
 +
* The Sticky Jumper's projectiles can detonate explosive [[Environmental death|environmental hazards]] if shot directly into them.
 +
* The [[Demoman achievements|Demoman achievement]] '''Second Eye''' can sometimes be earned with this weapon.
 +
 
 +
== Trivia ==
 +
* The sign on the Sticky Jumper and Rocket Jumper is based off the [[w:Slow moving vehicle#/media/File:Slow moving vehicle.svg|slow moving vehicle warning sign]] in the US and Canada.
 +
* When a glitched [[Killstreak Kit]] is added to the Sticky Jumper, the killstreak sheen still appears, unlike most items without a Killstreak Kit.
 +
* The RED projectile model was originally added in the [[WAR! Update]] for the [[Scottish Resistance]], but was unused in favor of the Scottish Resistance's final projectile design.
  
 
== Gallery ==
 
== Gallery ==
 
<gallery>
 
<gallery>
File:Stickybomb Launcher 1st person cropped.png|1st person view.
+
File:Sticky Jumper 1st person.png|First-person view.
File:Sticky_proj_red.png|RED projectile.
+
File:Stickyjumper firstperson original.png|The previously used model in first-person view.
File:Sticky_proj_blu.png|BLU projectile.
+
File:Sticky Jumper bomb RED.png|RED projectile.
 +
File:Sticky Jumper bomb BLU.png|BLU projectile.
 
</gallery>
 
</gallery>
  
 
== See also ==
 
== See also ==
* [[Demoman strategy#Sticky Jumper|Sticky Jumper strategy]]
+
* [[Basic Demoman strategy#Sticky Jumper|Sticky Jumper strategy]]
* [[Stickybomb Launcher]]
 
 
* [[Rocket Jumper]]
 
* [[Rocket Jumper]]
  
== References ==
+
{{Scream Fortress Nav}}
<references/>
+
{{Allweapons Nav}}
 +
{{Demoman Nav}}
  
{{Allweapons Nav}}<br/>
+
[[Category:Training weapons]]
{{Demoman Nav}}
+
[[Category:Weapons using the CommunityWeapon material proxy]]
[[Category:Secondary weapons]]
 

Latest revision as of 00:07, 14 August 2024

Aye, that's the way ye do it! Hehah!
The Demoman on sticky jumping training techniques

The Sticky Jumper is a secondary weapon for the Demoman. It is similar in shape to the Stickybomb Launcher, but with an orange-and-white painted drum magazine, a triangular sign depicting a silhouette of a sticky jumping Demoman, and a flared muzzle. The weapon fires rounded Stickybombs without any spikes.

The Sticky Jumper fires completely harmless stickybombs, allowing players to freely practice sticky jumping techniques without taking self-inflicted damage from explosions. Only two stickybombs can be deployed at once, compared to the stock Stickybomb Launcher's eight. The ammo count for the weapon is also tripled, giving the user forty-eight extra stickybombs to use. While in midair via a Sticky Jumper sticky jump, a distinct flying sound plays, acknowledging the player's success. However, stickybombs fired from the Sticky Jumper deal no damage or knockback to enemy players, making it completely ineffective as an actual weapon. In addition, players equipped with this weapon are unable to carry the objective pickup in Capture the Flag, Special Delivery, and PASS Time.

Function times

Identical to: Stickybomb Launcher
Function times (in seconds)
Attack interval 0.6 s
Reload (first) 1.09 s
Reload (consecutive) 0.67 s
Activation time 0.7 s
Maximum charge time 4 s
Values are approximate and determined by community testing.

Demonstration

Crafting

See also: Crafting

Blueprint

Ullapool Caber Reclaimed Metal Sticky Jumper
Item icon Ullapool Caber.pngx3 + Item icon Reclaimed Metal.png = Item icon Sticky Jumper.png
Class Token - Demoman Slot Token - Secondary Scrap Metal Possible Results
Item icon Class Token - Demoman.png + Item icon Slot Token - Secondary.png + Item icon Scrap Metal.png =
Item icon Scottish Resistance.png Item icon Chargin' Targe.png Item icon Sticky Jumper.png Item icon Splendid Screen.png
Item icon Tide Turner.png Item icon Quickiebomb Launcher.png Item icon B.A.S.E. Jumper.png

As a crafting ingredient

Reclaimed Metal Buff Banner Sticky Jumper B.A.S.E. Jumper
Item icon Reclaimed Metal.png + Item icon Buff Banner.png + Item icon Sticky Jumper.png = Item icon B.A.S.E. Jumper.png

Related achievements

Leaderboard class soldier.png Soldier

Bomb Squaddie
Bomb Squaddie
Destroy 10 sticky bombs with the shotgun in a single life.


Leaderboard class demoman.png Demoman

Double Mauled Scotch
Double Mauled Scotch
Kill 2 people in a single sticky jump.


Highland Fling
Highland Fling
Sticky jump a really long way...


Robbed Royal
Robbed Royal
Destroy 100 enemy stickybombs with the Scottish Resistance.
The High Road
The High Road
Sticky jump onto a cap point and capture it.


The Scottish Play
The Scottish Play
Get a melee kill while sticky jumping.


Leaderboard class heavy.png Heavy

0wn the Means of Production
0wn the Means of Production
Remove 20 stickybombs by killing the Demomen who produced them.


Leaderboard class engineer.png Engineer

How the Pests Was Gunned
How the Pests Was Gunned
Destroy 50 enemy stickybombs lying in range of friendly buildings.


Leaderboard class sniper.png Sniper

Eagle Eye
Eagle Eye
While using The Classic, kill a rocket/grenade jumping enemy in midair with a full charge, no-scope headshot.
Jumper Stumper
Jumper Stumper
Kill a rocket or grenade-jumping enemy in midair with your Sniper Rifle or the Huntsman.

Update history

October 27, 2010 Patch (Scream Fortress Update)
  • The Sticky Jumper was added to the game.

October 28, 2010 Patch

  • Fixed the Sticky Jumper doing damage to enemies.
  • [Undocumented] Equipping the Sticky Jumper no longer multiplies the Grenade Launcher's carried ammo instead of the Sticky Jumper's ammo.

November 19, 2010 Patch

December 22, 2010 Patch

  • Changed attributes:
    • Removed max health penalty
    • Added +100% bullet, explosive, and fire damage vulnerabilities

February 14, 2011 Patch

  • Fixed melee attacks not destroying remote detonation pipes (Stickybombs).

April 20, 2011 Patch

  • Fixed the Sticky Jumper and the Stickybomb Launcher using the wrong skins.

July 1, 2011 Patch

July 22, 2011 Patch

  • [Undocumented] The damage penalty attribute was changed from "-100% damage done" to "-100% damage penalty".

September 15, 2011 Patch

  • The Sticky Jumper now uses a unique texture and projectile.
  • The Sticky Jumper no longer causes the wielder to take increased damage from other sources.
  • [Undocumented] Removed the ability to randomly score a Critical hit on the Sticky Jumper.
  • [Undocumented] Fixed a bug allowing a Demoman to damage himself with Sticky Jumper's detonation while holding any other weapon.
  • [Undocumented] Added a new sound when Sticky Jumper projectiles touch the ground.
  • [Undocumented] Shortened the range of stickybombs fired from the Sticky Jumper.

September 20, 2011 Patch

  • Updated the physics for the Sticky Jumper projectiles so they behave like regular sticky bombs.

October 13, 2011 Patch (Manniversary Update & Sale)

  • Fixed Demoman weapons primary/secondary being backwards in the loadout screen.
  • Fixed effects on Sticky Jumper grenades.

April 27, 2012 Patch

  • Fixed Sticky Jumper stickybombs changing team when air-blasted.

May 31, 2012 Patch

  • Players with the Sticky Jumper equipped cannot carry the intelligence.

June 27, 2012 Patch (Pyromania Update)

  • Added 'flying' sound to blast jumps.
  • [Undocumented] Added the Sticky Jumper to the item drop system.

March 4, 2013 Patch

  • Added a crafting recipe for the Sticky Jumper.

September 16, 2013 Patch

  • Updated The Sticky Jumper to only allow 2 active stickybombs at a time.

November 12, 2013 Patch

July 2, 2015 Patch #1 (Gun Mettle Update)

  • [Undocumented] Updated model to c_model system.

July 23, 2015 Patch #1

  • Fixed being able to carry the flag with the Sticky Jumper.

February 29, 2016 Patch

  • [Undocumented] Updated all Stickybomb Launcher's reload sounds.

July 7, 2016 Patch (Meet Your Match Update)

  • Updated model/materials and sound.

August 3, 2016 Patch

  • Updated the tooltips for the Sticky Jumper to include the PASS Time JACK in the list of items that can't be picked up while equipped.

August 16, 2016 Patch

  • Removed the damage effects and pain sounds when using the Sticky Jumper.

Bugs

  • While this weapon is equipped, the user is unable to collect the pickup-objective (beer bottles, body parts etc.) in Player Destruction maps.
  • The Sticky Jumper's projectiles can detonate explosive environmental hazards if shot directly into them.
  • The Demoman achievement Second Eye can sometimes be earned with this weapon.

Trivia

  • The sign on the Sticky Jumper and Rocket Jumper is based off the slow moving vehicle warning sign in the US and Canada.
  • When a glitched Killstreak Kit is added to the Sticky Jumper, the killstreak sheen still appears, unlike most items without a Killstreak Kit.
  • The RED projectile model was originally added in the WAR! Update for the Scottish Resistance, but was unused in favor of the Scottish Resistance's final projectile design.

Gallery

See also