Difference between revisions of "Aerial"

From Team Fortress Wiki
Jump to: navigation, search
(Soldier Aerials)
m (Auto: EnforceCapitalization(Crits), WordFilter(Mini-crits → Mini-Crits), WordFilter(Critical Hit → Critical hit), (Content filters applied to links) (Review RC#3633710))
 
(120 intermediate revisions by 60 users not shown)
Line 1: Line 1:
{{cleanup}}
+
{{Needvideo|Video demonstrating all aerials in one video, preferably one dedicated specifically to that}}
{{Quotation|'''The Soldier'''|Kaboom!|sound=Soldier_specialcompleted03.wav}}
 
  
An '''aerial''', '''air shot''', or '''middie''' is an area-denial tactic that can be used by a [[Soldier]], [[Sniper]], [[Demoman]], [[Pyro]], or even an [[Engineer]] to prevent enemies from gaining a height advantage. The maneuver incorporates shooting an enemy player while they are above the ground, denying them any vertical advancement and sometimes leading to a kill. Successful use of an aerial requires a prediction of flight paths, so an ability to repeatedly perform aerials is often seen as an indicator of proficiency with a particular class.
+
{{Quotation|'''The Soldier''' on sending foes to their midair death|Screamin' Eagles!|sound=Soldier specialcompleted04.wav}}
  
== Soldier Aerials ==
+
[[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.]]
  
{{youtube tn|dDC4wUPm_hQ|Demonstrating Soldier aerials}}
+
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 ===
 +
{{youtube tn|jfUuf5QQeiA|Demonstrating Soldier aerials|width=250}}
  
When a Soldier finds himself without his team or a nearby Medic, keeping control of the high ground is always useful, if not completely necessary for survival. Keeping control makes it easier for you to deliver hits against your enemies from below, while simultaneously giving you the cover you need to avoid counterattacks.  
+
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.
  
In order for a successful aerial to occur, a Soldier will needs to be aware of his surroundings. Smarter players will try to avoid the attention of the Soldier on the high ground, and hit him from behind by surprise. Even if the Soldier has the height advantage, he should always pay careful attention to his immediate surroundings.  
+
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 [[Direct Hit]], one of the [[primary]] unlockable [[weapons]] for the Soldier, makes aerials significantly more effective. The Direct Hit also allows Soldiers to perform [[minicrits]] on a target that has been launched upward by a previous Direct Hit rocket. The minicrit bonus combined with faster rocket speeds encourages aerials.
+
=== Pyro ===
 +
{{youtube tn|sAWuyqeT6aE|Demonstrating a deflected rocket aerial|width=250}}
  
Another method for protecting higher ground is using the knockback effect of the [[Shotgun]]. Explosive jumps can be stopped with Shotgun blasts, preventing them from reaching the higher ground. This is useful for conserving rocket ammo, or interrupting enemy [[Strafing#Air Strafing|air strafing]].
+
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.
  
== Pyro Aerials ==
+
[[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.
  
{{youtube tn|amiz54NlwxA|Demonstrating a deflected rocket aerial}}
+
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.
  
The Pyro class is able to perform an aerial with two separate, more unconventional methods. These methods being the [[Flamethrower]]'s [[Compression Blast]], and the [[Flare Gun]]. Performing an aerial with the [[Compression Blast]] is difficult, as it is usually situational. When a Compression Blast Aerial occurs, the enemy shoots at the Pyro from the air. The Pyro then reflects the rocket or grenade, and redirect it to where the jumping Soldier or Demoman is going. It is also possible for the Pyro to reflect one projectile at an enemy on the ground, bounce him in to the air
+
=== Demoman ===
and hit him with his own projectile. Projectiles will always treat the Pyro that reflects them as the user who fired the projectile, which means their effects are returned to the Pyro. For example, a projectile fired from the [[Black Box]] will return 15 [[health]] to the Pyro who reflected it, instead of the Soldier who originally fired it.
+
{{youtube tn|xG0ZdbgFD_U|Demonstrating a Demoman pipe aerial|width=250}}
  
Flare Gun Aerials are significantly less difficult, and offer unique benefits. For instance, the enemy will be on fire when he lands. Players equipped with the [[Axtinguisher]] can follow up the Flare Gun aerial with a guaranteed critical attack. If the enemy knows how to change direction, and there is [[water]] or a [[health kit]] nearby, he will probably try to land on it. If there isn't any water, or nearby health kits health kits, the enemy will likely abort his flight and head back the way he came. The enemy is likely to have taken a lot of damage from the combined assault of rocket jumping, fall damage, and burning. The Flare Guns range is useful for assuring you pick him off before he is able to retreat to a Medic.
+
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.  
  
== Demoman Aerials ==
+
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.
  
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.
+
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.
  
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 frequently to dodge grenades. In these cases, wait until the Scout has used his double jump before firing.
+
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.
  
It is also possible to perform an Aerial with Sticky Bombs, a method that can sometimes be easier due to the fact that the Sticky does not have to actually make contact with the enemy to score a kill. 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.  
+
=== 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.
  
== Engineer Aerials ==  
+
== 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.
  
As of the [[Engineer Update]] it is now possible for the Engineer to also perform aerials by utilizing the [[Wrangler]] to manually aim his [[Sentry Gun]].  While the Sentry Gun previously was an exceptional counter to airborne targets, this only applied within the Sentry Gun's limited range.  Now it is possible for Engineers to provide anti-air support even at long range, however this requires the corresponding level of skill.  Air-shotting with the Level 3 Sentry Rockets is the most difficult but landing a blow will usually be lethal if the target was already damaged, especially due to force of the hit and the higher resulting fall damage.  The general "knockback" of a Sentry Gun is also an excellent side-effect, as even if it is not lethal to the target, it will likely prevent jumpers from reaching their intended destinations.
+
== Related achievements ==
 +
=== {{class link|Scout}} ===
 +
{{Achievement table
 +
| {{Show achievement|Scout|The Cycle}}
 +
| {{Show achievement|Scout|Pop Fly}}
 +
}}
  
== Sniper Aerials ==
+
=== {{class link|Soldier}} ===
 +
{{Achievement table
 +
| 1 = {{Show achievement|Soldier|Death from Above}}
 +
      {{Show achievement|Soldier|Death from Below}}
 +
      {{Show achievement|Soldier|Duty Bound}}
 +
| 2 = {{Show achievement|Soldier|For Whom the Shell Trolls}}
 +
      {{Show achievement|Soldier|Screamin' Eagle}}
 +
      {{Show achievement|Soldier|Wings of Glory}}
 +
}}
  
Aerials as a Sniper are somewhat less difficult, or more difficult, depending on which weapon is used. A Sniper using the [[Sniper Rifle|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.
+
=== {{class link|Pyro}} ===
 +
{{Achievement table
 +
| {{Show achievement|Pyro|Pilot Light}}
 +
}}
  
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.
+
=== {{class link|Demoman}} ===
 
+
{{Achievement table
== How to Counter Aerials ==
+
| 1 = {{Show achievement|Demoman|Caber Toss}}
 +
      {{Show achievement|Demoman|Double Mauled Scotch}}
 +
| 2 = {{Show achievement|Demoman|The Scottish Play}}
 +
}}
  
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 [[Air Strafing]].  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.
+
=== {{class link|Heavy}} ===
 
 
Pyros have a slight advantage over other classes in terms of aerial defense. In addition to air strafing, a Pyro can utilize their [[Compression blast]] to redirect oncoming projectiles. This added line of defense can allow the airborne Pyro to turn the attack back on the enemy or shoot at the ground to propel away from danger.
 
 
 
== Related Achievements ==
 
 
 
=== {{class link|Soldier}} ===
 
 
{{Achievement table
 
{{Achievement table
| {{Show achievement|Soldier|For Whom the Shell Trolls}}
+
| {{Show achievement|Heavy|Marxman}}
 
}}
 
}}
  
=== {{class link|Demoman}} ===
+
=== {{class link|Sniper}} ===
 
{{Achievement table
 
{{Achievement table
| {{Show achievement|Demoman|Caber Toss}}
+
| 1 = {{Show achievement|Sniper|Dropped Dead}}
 +
      {{Show achievement|Sniper|Jumper Stumper}}
 +
| 2 = {{Show achievement|Sniper|Eagle Eye}}
 
}}
 
}}
  
 
== See also ==
 
== See also ==
 +
* [[Juggling]]
 +
* [[Projectile]]
  
* [[Juggling]]
+
{{Class Strategy Nav}}
  
{{Soldier Nav}}
+
[[Category:Glossary]]
 
[[Category:Strategy]]
 
[[Category:Strategy]]
[[Category:Glossary]]
 

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