Difference between revisions of "Sticky Jumper"

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m (Copy-pasted comment on being unable to carry objective pickups from Rocket Jumper; other, minor changes.)
m (Auto: templateParamFilter (Requested on User:WindBOT/PageRequests))
 
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| 3d-viewname-2      = Projectile
 
| 3d-viewname-2      = Projectile
 
| hide-kill-icon    = off
 
| hide-kill-icon    = off
| used-by            = [[Demoman]]
+
| used-by            = {{used by|Demoman}}
 
| slot              = secondary
 
| slot              = secondary
| released          = {{Patch name|10|27|2010}}<br>([[Scream Fortress Update]])
+
| released          = {{Patch name|10|27|2010}}
 +
| released-major    = Scream Fortress Update
 
| availability      = {{avail|drop|craft|purchase|collectors}}
 
| availability      = {{avail|drop|craft|purchase|collectors}}
 
| trade              = yes
 
| trade              = yes
Line 21: Line 22:
 
| reload            = Single
 
| reload            = Single
 
| loadout            = yes
 
| loadout            = yes
   | item-kind        = Stickybomb Launcher
+
   | item-kind        = {{item kind|Stickybomb Launcher}}
 
   | item-level      = 1
 
   | item-level      = 1
   | item-description = A special no-damage stickybomb launcher for learning stickybomb jump tricks and patterns.
+
   | item-description = {{item description|Sticky Jumper}}
   | att-1-positive  = +200% max secondary ammo on wearer
+
   | att-1-positive  = {{attribute|MaxammoSecondary_Increased|200}}
   | att-2-positive  = No self inflicted blast damage taken
+
   | att-2-positive  = {{attribute|NoSelfBlastDmg}}
   | att-3-negative  = -100% damage penalty
+
   | att-3-negative  = {{attribute|DamageDone_Negative|-100}}
   | att-4-negative  = No random critical hits
+
   | att-4-negative  = {{attribute|CritChance_Disabled}}
   | att-5-negative  = -6 max stickybombs out
+
   | att-5-negative  = {{attribute|MaxPipebombs_Decreased|-6}}
   | att-6-negative  = Wearer cannot carry the intelligence briefcase or PASS Time JACK
+
   | att-6-negative  = {{attribute|CannotPickUpIntelligence}}
 
}}
 
}}
  
 
{{Quotation|'''The Demoman''' on sticky jumping training techniques|Aye, that's the way ye do it! Hehah!|sound=Demoman autocappedintelligence01.wav}}
 
{{Quotation|'''The Demoman''' on sticky jumping training techniques|Aye, that's the way ye do it! Hehah!|sound=Demoman autocappedintelligence01.wav}}
  
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 [[Stickybombs]] without any spikes.
+
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.
  
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 "flying" sound will play, acknowledging the player's success. However, stickybombs fired from the Sticky Jumper are not only harmless to the user, but to enemy players as well, 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]].
+
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]].
  
 
== Function times ==
 
== Function times ==
 
{{Damage table
 
{{Damage table
| identical      = [[Sticky Launcher]]
+
| identical      = [[Stickybomb Launcher]]
 
| function times  = yes
 
| function times  = yes
 
| attack interval = 0.6 s
 
| attack interval = 0.6 s
 
| reload first    = 1.09 s
 
| reload first    = 1.09 s
 
| reload more    = 0.67 s
 
| reload more    = 0.67 s
| activation time = 0.92 s
+
| activation time = 0.7 s
 
| max charge time = 4 s
 
| max charge time = 4 s
 
}}
 
}}
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== Update history ==
 
== Update history ==
{{Update history|
+
{{Update history | '''{{Patch name|10|27|2010}}''' ([[Scream Fortress Update]])
'''{{Patch name|10|27|2010}}''' ([[Scream Fortress Update]])
 
 
* The Sticky Jumper was added to the game.
 
* The Sticky Jumper was added to the game.
  
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'''{{Patch name|11|19|2010}}'''
 
'''{{Patch name|11|19|2010}}'''
* The Sticky Jumper can now be [[Gift Wrap|gift wrapped]].
+
* The Sticky Jumper can now be [[Gift Wrap|gift wrap]]ped.
  
 
'''{{Patch name|12|22|2010}}'''
 
'''{{Patch name|12|22|2010}}'''
Line 138: Line 138:
 
* The Sticky Jumper now uses a unique texture and projectile.
 
* 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.
 
* 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}} 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}} 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}} Added a new sound when Sticky Jumper projectiles touch the ground.
Line 185: Line 185:
  
 
'''{{Patch name|8|16|2016}}'''
 
'''{{Patch name|8|16|2016}}'''
* Removed the damage effects and pain sounds when using the Sticky Jumper.
+
* Removed the damage effects and pain sounds when using the Sticky Jumper.}}
}}
 
  
 
== Bugs ==
 
== Bugs ==

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