Difference between revisions of "Aerial"

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(Soldier Aerials)
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<div style="float:right">{{youtube tn|dDC4wUPm_hQ}}
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{{Needvideo|Video demonstrating all aerials in one video, preferably one dedicated specifically to that}}
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{{Quotation|'''The Soldier'''|Kaboom!|sound=Soldier_specialcompleted03.wav}}
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{{Quotation|'''The Soldier''' on sending foes to their midair death|Screamin' Eagles!|sound=Soldier specialcompleted04.wav}}
  
An '''aerial''' or '''air shot''' is a defensive area-denial tactic that can be used by a [[Soldier]], [[Sniper]], [[Demoman]], or [[Pyro]] to prevent enemies from removing their height advantage and to take out enemies attempting to gain high positions. The maneuver entails shooting an enemy player while they are above the ground. Successful use of the aerial tactic requires well-trained prediction of flight paths, and is often what separates competent players of these classes from advanced ones.
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[[File:Tf2 airshot.png|right|350px|thumb|A Soldier hits a rocket-jumping Soldier in mid-flight to prevent him from gaining any more height.]]
  
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An '''aerial''', also known as an '''air shot''', '''midair''', or '''middy''', is when a player shoots or kills an enemy with a projectile that is airborne. This is used as an area-denial tactic that can be utilized by almost any [[class]] to prevent enemies from gaining height, or to throw the enemy off course and make them easier targets. The [[knockback]] from this attack will deny that player any more vertical or horizontal advancement, and disrupt the opponent's flight, making them an easier target.
  
__TOC__
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== Aerials ==
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=== Soldier ===
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{{youtube tn|jfUuf5QQeiA|Demonstrating Soldier aerials|width=250}}
  
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Due to the slow projectile speed of the [[Soldier]]'s [[Rocket Launcher]], landing accurate aerials can be difficult. Successfully hitting an airborne target requires the player to know where the enemy will be when the rocket reaches them. Because of this, in order to land an aerial as a Soldier, the player will need to have good timing, and be familiar with the projectile speed of the Rocket Launcher he is using.
  
== Soldier Aerials ==
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Aerials are a crucial aspect of one of the primary weapons available to the Soldier - the [[Direct Hit]]. This alternate primary weapon [[Mini-Crits]] targets that have been launched into the air via explosions, [[Knockback|enemy attacks]], or [[Grappling Hook|grapples]].  The faster projectile speed of the Direct Hit, as well as that of the [[Liberty Launcher]], is an extremely useful tool for successfully landing an aerial.
  
The Soldier is the class who most often finds himself in greatest need of this ability. Soldiers who are not following their team or are not paired with a Medic will always want to have control of high ground. This makes it easier for them to hit enemies below with their rockets while giving them cover to avoid counterattacks. The biggest threat will be other Soldiers and Demomen who use their explosive jumps to try to remove the height advantage and get in close. Aerials are used to prevent them from taking the Soldier's advantage.
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=== Pyro ===
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{{youtube tn|sAWuyqeT6aE|Demonstrating a deflected rocket aerial|width=250}}
  
To successfully Aerial an incoming jumper, the defending Soldier will obviously have to first see him coming, and be aware of likely directions that he would come from. Smarter jumpers will try to avoid the attention of the Soldier on the high ground and try to fly at him from behind while raining rockets and grenades as he is taken by surprise. Even if the Soldier has the height advantage, he should always be watching his six. After this, the only thing that will determine whether the Aerial is successful or not will be how much the Soldier has practiced.
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A [[Pyro]] can perform aerials with the [[compression blast]]. When a compression blast aerial occurs, the enemy shoots at the Pyro from the air. The Pyro redirects the projectile to intercept the enemy's flight path. It is also possible for the Pyro to reflect one projectile at an enemy on the ground, launch him into the air and reflect a second projectile into the airborne opponent.
  
The [[Direct hit]] makes aerials significantly easier and more effective. Direct hit aerials can often one-shot Demomen and Gunboat-less Soldiers from middle range.
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[[Flare Gun]] aerials offer the ability to [[Fire|ignite]] enemies and perform [[Critical hits]] on targets that are already burning as the enemy is hit. Since enemies will be on fire upon landing, players equipped with the [[Axtinguisher]] can follow up the Flare Gun aerial with a guaranteed Mini-Crit. If there is any [[water]], your enemy will probably attempt to land in it to extinguish the fire and negate fall damage, so the [[Neon Annihilator]] is also useful for finishing them off with a Critical hit.
  
Another method to protect your higher ground is using your shotgun. Soldiers and Demoman jumps can be pushed back with shotgun shots , making them stop and become unable to reach your ground. This tatic is useful to conserve rocket ammo or stopping good players at Air [[Strafing]].
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The [[Reserve Shooter]] scores Mini-Crits on targets that are airborne due to any sort of knockback (e.g. not jumping) excluding airblast, allowing Pyros to shoot blast-jumping enemies for extra damage.
  
== Demoman Aerials ==
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=== Demoman ===
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{{youtube tn|xG0ZdbgFD_U|Demonstrating a Demoman pipe aerial|width=250}}
  
Aerials for Demomen serve virtually the same function and occur in the same situations as the Soldier's. However, as stated before, this is much more difficult. While the Soldier generally only has to aim ahead of the opponent's flight path, compensating for which direction of his screen the rocket comes from, Demomen will have to shoot at a high angle. Demomen who are already competent with the firing angle of the grenade launcher will have to learn to translate this into hitting an aerial target who is moving at high speed, but this is easier said than done.
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The [[Grenade Launcher]] and [[Stickybomb Launcher]] both fire their respective projectiles in an arc. While the Grenade Launcher is similar to the Rocket Launcher in terms of stats and function, the arc that the projectile makes as it fires through the air can be much harder to compensate for, and can take a player time to learn the difference between the two. The grenade projectile travels at approximately 1065 [[Hammer units]] per second, and  will detonate under two circumstances; either on direct contact with an enemy or after a set interval.  
  
Primary targets of Demo Aerials will be Soldiers, who often try to use rocket jumps to close the distance between them and an enemy Demoman. Scouts are also likely enemies, since they will jump a lot to dodge grenades. Wait until the Scout has used his double jump before firing.
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In contrast, the stickybomb projectile fires somewhat slowly and heavily, at 805 hammer units per second. The Stickybomb Launcher can charge projectiles, similar to the [[Huntsman]]. While the Demoman does not suffer any loss of speed during a projectile charge, the Stickybomb Launcher can only carry a projectile like that for a short while. One of the Stickybomb Launcher replacement, the [[Scottish Resistance]], suffers a slightly longer prep duration for a fired projectile than the Stickybomb Launcher.
  
It is also possible to use the [[Sticky Bombs]] and can sometimes be easier if there is enough warning. However, the delayed detonation time of Sticky Bombs can often make it impossible to blow the Sticky in range of a fast-approaching Soldier, who may already be within the detonation gap.
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While a bit more difficult to fire in time than the grenade, it is quite possible to perform aerials with a Stickybombs by detonating them in mid-air. Stickybombs do not need to make contact with an enemy to cause damage, and have powerful knock back.
  
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Despite their power, the Stickybomb Launcher projectile is quite slow, and a Demoman being faced with a fast-approaching enemy would be better off using their Grenade Launcher. If an enemy has closed the gap too tight, a Demoman would be better off using their [[melee]] weapon to attack, as the explosive radius from either their primary or secondary weapon would deal a lot of damage to the user as well.
  
== Sniper Aerials ==
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=== Medic ===
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The Medic can perform aerials on enemies to deal a good amount of damage to them. This can be used to protect yourself from an enemy attempting to kill you, but keep in mind that unless you are using the [[Crusader's Crossbow]], you will have to damage the airborne target for a good amount of time before the knockback fully halts their movement, preventing their advance. Using the Crusader's Crossbow, Medics can also perform aerials on teammates in order to heal them mid-air. If the shot hits, then this will most likely prevent the airborne teammate from dying, primarily from fall damage.
  
Aerials as a Sniper are somewhat less difficult, or more difficult, depending on which weapon is used. A Sniper using the Rifle can usually pick off an airborne enemy with a charged bodyshot or a well-placed [[Headshot]], since he will probably be damaged already. Snipers will need to keep an eye out for jumpers when not scoped. Some of them will try to sneak up and melee the Sniper if he hasn't noticed their approach. Said Sniper should react to this in virtually the same way he would try to avoid Spies backstabbing him. Preferably, headshot the incoming flier when he reaches the peak of his jump.
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=== Sniper ===
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Successfully performing an aerial with the [[Huntsman]] is different in that the power and arc of the arrow [[projectile]] depends on the length of time it was initially charged. This can cause slightly unpredictable projectiles, a shallow flight path, and increased power in comparison to the Sniper Rifle. A single fully-charged arrow to the mass of an enemy can be enough to kill a medium-heavy class, such as the Demoman or Pyro. If the arrow does not kill them instantly, the damage they've taken may be too much to survive upon landing from their height.
  
A Sniper using the [[Huntsman]] has both added advantages (bigger hitboxes, faster charge, and wider field of view) and irritating drawbacks (slightly unpredictable projectiles and slow reload as well as less damage than the rifle). The Huntsman's arrow is something of a middle ground between a rocket and a grenade. It follows a shallow flight path, but it doesn't fly a straight line like a rocket. It also flies much faster than grenades and rockets. Also, the arc and the speed of the arrow change depending on the charge. Charged bodyshots will sometimes be enough to kill Demomen, but rarely Soldiers. At most, they will force them to retreat.
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== Counter ==
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As an aerial shot is meant to put the opponent in a position in which he is unable to protect himself from incoming projectiles, learning how to counter an aerial can be crucial to surviving. Though one is able to take the damage in a way that may propel them to shelter, they will have difficulty avoiding a follow-up shot with their back to the enemy. Another tactic is to reverse your position with them by strafing your way to equal ground, and propelling your opponent in to the air with your own weapon, when using this tactic, be careful of enemy teammates around the area.
  
== Pyro Aerials ==
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== Common rules ==
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* The ability to consistently perform aerials is seen as an indication of proficiency with a particular class. Continual practice is key.
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* Aerials force the enemy in to a temporary immobile state. You decide where they fall and you decide how much damage they take as they fall. Since they are only capable of strafing slightly, an agile player can easily protect themself by getting away from the field of view of their enemy before they are able to try to retaliate. Though any retaliation will be difficult, as disorientation from their fall will make aiming difficult.
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* If there is a Health kit nearby, the enemy will probably try to land on it. Use this to tell where the enemy will try to go, and hit them before they get there. If there is no nearby Health kit, they will probably flee to find a [[Medic]]. If a [[Soldier]] is the enemy being targeted by an aerial attack, he will likely attempt to pull out his melee and fight you with that. This can be an opportunity to easily finish them off with your primary weapon, or simply finish them off with your own melee weapon.
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* Watch their trajectory, and wait for the enemy to begin their descent, aiming the shot to strike where they're going to land. As with any other more advanced maneuver, practice is key.
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* Projectiles spawn from the barrel of the first-person weapon viewmodel, resulting in a slight horizontal offset. This means compensation is slightly more necessary for airborne enemies moving away from the viewmodel than those moving toward it.
  
There are two ways a Pyro can Aerial. The first is by using the [[Compression Blast]]. The second is with the [[Flare Gun]]. Doing an Aerial as a [[Flamethrower]] Pyro is possibly the most difficult out of all classes which can Aerial. The reason is that it is highly situational. A Compression Blast Aerial requires that the incoming enemy actually try to shoot at him/her from the air. The Pyro must react to the rocket or grenade, then redirect it to where the jumper is going. This requires that the Pyro already be reasonably skilled at Aerials with the weapon being fired at him/her, meaning that a Pyro who can Aerial is already very good at Soldier and Demoman. However, the extra time needed to let the projectile get to the Pyro before it can be reflected can throw off his/her prediction.
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== Related achievements ==
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=== {{class link|Scout}} ===
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{{Achievement table
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| {{Show achievement|Scout|The Cycle}}
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| {{Show achievement|Scout|Pop Fly}}
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}}
  
Flare Gun Aerials are far less difficult, and also have some tactical advantages of their own. The primary bonus is that the enemy will be on fire when he lands. If you are equipped with the [[Axtinguisher]], you can simply run to where he will land and meet him with an instant-death Critical axe. If he knows how to change direction, and there is water or a health pack nearby, he will probably try to land on it. If there is no water or kits, he will most likely abort his flight and head back the way he came, since he has hurt himself badly from the combined damage of rocket jumping, fall damage, and burning. However, he will probably shrug it off if he was over-healed.
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=== {{class link|Soldier}} ===
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{{Achievement table
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| 1 = {{Show achievement|Soldier|Death from Above}}
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      {{Show achievement|Soldier|Death from Below}}
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      {{Show achievement|Soldier|Duty Bound}}
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| 2 = {{Show achievement|Soldier|For Whom the Shell Trolls}}
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      {{Show achievement|Soldier|Screamin' Eagle}}
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      {{Show achievement|Soldier|Wings of Glory}}
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}}
  
== How to Counter Aerials ==
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=== {{class link|Pyro}} ===
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{{Achievement table
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| {{Show achievement|Pyro|Pilot Light}}
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}}
  
As with any tactic you find to your advantage, you must also know of ways to counter it if it is used against you. The simplest, and usually the only way to avoid aerials is by mid-air strafing. This is done by using the left and right strafe keys, crouching mid-air for maximum control, while also slowly turning your mouse in the direction you wish to go. If you see an aerial rocket or grenade heading for you, use the strafe to curve your jump and dodge it. This is not fool-proof, as more experienced aerial users will be able to predict your strafe pattern and try a second Aerial. Such ability comes with practice.
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=== {{class link|Demoman}} ===
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{{Achievement table
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| 1 = {{Show achievement|Demoman|Caber Toss}}
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      {{Show achievement|Demoman|Double Mauled Scotch}}
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| 2 = {{Show achievement|Demoman|The Scottish Play}}
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}}
  
Though it would be rare, even Pyros will sometimes need to counter aerials. Pyros using the Flamethrower can use the Compression Blast to rocket jump off of enemy rockets, and go even higher and faster than a Soldier. In addition, Pyros are the most common targets to be juggled by rockets. If the Soldier sees you coming, the best defense is the Compression Blast. The Direct hit will be far more difficult to predict.
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=== {{class link|Heavy}} ===
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{{Achievement table
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| {{Show achievement|Heavy|Marxman}}
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}}
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=== {{class link|Sniper}} ===
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{{Achievement table
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| 1 = {{Show achievement|Sniper|Dropped Dead}}
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      {{Show achievement|Sniper|Jumper Stumper}}
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| 2 = {{Show achievement|Sniper|Eagle Eye}}
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}}
  
 
== See also ==
 
== See also ==
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* [[Juggling]]
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* [[Projectile]]
  
* [[Juggling]]
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{{Class Strategy Nav}}
* [[Rocket Jump]]
 
  
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[[Category:Glossary]]
 
[[Category:Strategy]]
 
[[Category:Strategy]]

Latest revision as of 10:30, 23 September 2024

Screamin' Eagles!
The Soldier on sending foes to their midair death
A Soldier hits a rocket-jumping Soldier in mid-flight to prevent him from gaining any more height.

An aerial, also known as an air shot, midair, or middy, is when a player shoots or kills an enemy with a projectile that is airborne. This is used as an area-denial tactic that can be utilized by almost any class to prevent enemies from gaining height, or to throw the enemy off course and make them easier targets. The knockback from this attack will deny that player any more vertical or horizontal advancement, and disrupt the opponent's flight, making them an easier target.

Aerials

Soldier

Demonstrating Soldier aerials

Due to the slow projectile speed of the Soldier's Rocket Launcher, landing accurate aerials can be difficult. Successfully hitting an airborne target requires the player to know where the enemy will be when the rocket reaches them. Because of this, in order to land an aerial as a Soldier, the player will need to have good timing, and be familiar with the projectile speed of the Rocket Launcher he is using.

Aerials are a crucial aspect of one of the primary weapons available to the Soldier - the Direct Hit. This alternate primary weapon Mini-Crits targets that have been launched into the air via explosions, enemy attacks, or grapples. The faster projectile speed of the Direct Hit, as well as that of the Liberty Launcher, is an extremely useful tool for successfully landing an aerial.

Pyro

Demonstrating a deflected rocket aerial

A Pyro can perform aerials with the compression blast. When a compression blast aerial occurs, the enemy shoots at the Pyro from the air. The Pyro redirects the projectile to intercept the enemy's flight path. It is also possible for the Pyro to reflect one projectile at an enemy on the ground, launch him into the air and reflect a second projectile into the airborne opponent.

Flare Gun aerials offer the ability to ignite enemies and perform Critical hits on targets that are already burning as the enemy is hit. Since enemies will be on fire upon landing, players equipped with the Axtinguisher can follow up the Flare Gun aerial with a guaranteed Mini-Crit. If there is any water, your enemy will probably attempt to land in it to extinguish the fire and negate fall damage, so the Neon Annihilator is also useful for finishing them off with a Critical hit.

The Reserve Shooter scores Mini-Crits on targets that are airborne due to any sort of knockback (e.g. not jumping) excluding airblast, allowing Pyros to shoot blast-jumping enemies for extra damage.

Demoman

Demonstrating a Demoman pipe aerial

The Grenade Launcher and Stickybomb Launcher both fire their respective projectiles in an arc. While the Grenade Launcher is similar to the Rocket Launcher in terms of stats and function, the arc that the projectile makes as it fires through the air can be much harder to compensate for, and can take a player time to learn the difference between the two. The grenade projectile travels at approximately 1065 Hammer units per second, and will detonate under two circumstances; either on direct contact with an enemy or after a set interval.

In contrast, the stickybomb projectile fires somewhat slowly and heavily, at 805 hammer units per second. The Stickybomb Launcher can charge projectiles, similar to the Huntsman. While the Demoman does not suffer any loss of speed during a projectile charge, the Stickybomb Launcher can only carry a projectile like that for a short while. One of the Stickybomb Launcher replacement, the Scottish Resistance, suffers a slightly longer prep duration for a fired projectile than the Stickybomb Launcher.

While a bit more difficult to fire in time than the grenade, it is quite possible to perform aerials with a Stickybombs by detonating them in mid-air. Stickybombs do not need to make contact with an enemy to cause damage, and have powerful knock back.

Despite their power, the Stickybomb Launcher projectile is quite slow, and a Demoman being faced with a fast-approaching enemy would be better off using their Grenade Launcher. If an enemy has closed the gap too tight, a Demoman would be better off using their melee weapon to attack, as the explosive radius from either their primary or secondary weapon would deal a lot of damage to the user as well.

Medic

The Medic can perform aerials on enemies to deal a good amount of damage to them. This can be used to protect yourself from an enemy attempting to kill you, but keep in mind that unless you are using the Crusader's Crossbow, you will have to damage the airborne target for a good amount of time before the knockback fully halts their movement, preventing their advance. Using the Crusader's Crossbow, Medics can also perform aerials on teammates in order to heal them mid-air. If the shot hits, then this will most likely prevent the airborne teammate from dying, primarily from fall damage.

Sniper

Successfully performing an aerial with the Huntsman is different in that the power and arc of the arrow projectile depends on the length of time it was initially charged. This can cause slightly unpredictable projectiles, a shallow flight path, and increased power in comparison to the Sniper Rifle. A single fully-charged arrow to the mass of an enemy can be enough to kill a medium-heavy class, such as the Demoman or Pyro. If the arrow does not kill them instantly, the damage they've taken may be too much to survive upon landing from their height.

Counter

As an aerial shot is meant to put the opponent in a position in which he is unable to protect himself from incoming projectiles, learning how to counter an aerial can be crucial to surviving. Though one is able to take the damage in a way that may propel them to shelter, they will have difficulty avoiding a follow-up shot with their back to the enemy. Another tactic is to reverse your position with them by strafing your way to equal ground, and propelling your opponent in to the air with your own weapon, when using this tactic, be careful of enemy teammates around the area.

Common rules

  • The ability to consistently perform aerials is seen as an indication of proficiency with a particular class. Continual practice is key.
  • Aerials force the enemy in to a temporary immobile state. You decide where they fall and you decide how much damage they take as they fall. Since they are only capable of strafing slightly, an agile player can easily protect themself by getting away from the field of view of their enemy before they are able to try to retaliate. Though any retaliation will be difficult, as disorientation from their fall will make aiming difficult.
  • If there is a Health kit nearby, the enemy will probably try to land on it. Use this to tell where the enemy will try to go, and hit them before they get there. If there is no nearby Health kit, they will probably flee to find a Medic. If a Soldier is the enemy being targeted by an aerial attack, he will likely attempt to pull out his melee and fight you with that. This can be an opportunity to easily finish them off with your primary weapon, or simply finish them off with your own melee weapon.
  • Watch their trajectory, and wait for the enemy to begin their descent, aiming the shot to strike where they're going to land. As with any other more advanced maneuver, practice is key.
  • Projectiles spawn from the barrel of the first-person weapon viewmodel, resulting in a slight horizontal offset. This means compensation is slightly more necessary for airborne enemies moving away from the viewmodel than those moving toward it.

Related achievements

Leaderboard class scout.png Scout

The Cycle
The Cycle
In a single life, kill an enemy while you are on the ground, in the air, and in the water.


Pop Fly
Pop Fly
Kill 20 players while double-jumping.


Leaderboard class soldier.png Soldier

Death from Above
Death from Above
Rocket jump and kill 2 enemies before you land.


Death From Below
Death From Below
Kill 10 opponents who are airborne with the Direct Hit.


Duty Bound
Duty Bound
While rocket jumping kill an enemy with the Equalizer before you land or just after landing.
For Whom the Shell Trolls
For Whom the Shell Trolls
Bounce an opponent into the air with a rocket and then kill them with the shotgun before they land.


Screamin' Eagle
Screamin' Eagle
Kill 20 enemies from above.


Wings of Glory
Wings of Glory
Kill an enemy soldier while both you and the target are airborne.

Leaderboard class pyro.png Pyro

Pilot Light
Pilot Light
Ignite a rocket-jumping Soldier while he's in midair.


Leaderboard class demoman.png Demoman

Caber Toss
Caber Toss
Bounce an enemy into the air and kill them before they land.


Double Mauled Scotch
Double Mauled Scotch
Kill 2 people in a single sticky jump.
The Scottish Play
The Scottish Play
Get a melee kill while sticky jumping.

Leaderboard class heavy.png Heavy

Marxman
Marxman
Kill 10 enemies in mid-air with the minigun.


Leaderboard class sniper.png Sniper

Dropped Dead
Dropped Dead
Kill a Scout in midair with your Sniper Rifle or the Huntsman.


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

See also