Difference between revisions of "Aerial"

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{{Needvideo|Video demonstrating all aerials in one video, preferably one dedicated specifically to that}}
  
{{Quotation|'''The Soldier''' on sending foes to their midair death|Screamin' Eagles!|sound=Soldier_specialcompleted04.wav}}
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{{Quotation|'''The Soldier''' on sending foes to their midair death|Screamin' Eagles!|sound=Soldier specialcompleted04.wav}}
  
[[File:Tf2_airshot.jpg|right|350px|A Soldier hits a rocket-jumping Soldier in mid-flight to prevent him from gaining any more height. Ideally, the player would follow this up with 2-3 shots from his Shotgun during the now-slowed descent of the enemy Soldier]]
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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.]]
An '''aerial''', also known as an '''air shot''', '''midair''' or '''middy''', is when a player shoots an enemy that is moving through the air. This is used as an area-denial tactic that can be utilized by almost any [[class]] to prevent enemies from gaining height and to make them easier targets. The [[knockback]] from your attack will deny that player any more vertical advancement, and certainly cause them to descend, making them a much easier target.  
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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.  
  
 
== Aerials ==
 
== Aerials ==
 
 
=== Soldier ===
 
=== Soldier ===
{{youtube tn|dDC4wUPm_hQ|Demonstrating Soldier aerials|width=250}}
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{{youtube tn|jfUuf5QQeiA|Demonstrating Soldier aerials|width=250}}
  
Due to the slow projectile speed of the [[Soldier]]'s [[Rocket Launcher]], landing accurate aerials can be extremely difficult. Successfully hitting an airborne target requires excellent judgement from the player, as they need to instantly assess where the enemy will be by the time the rocket reaches them.
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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.
  
The [[Rocket Launcher]] isn't the Soldier's only means of performing aerials, however. Explosive jumps can be stopped with the [[Shotgun]], to conserve [[Rocket Launcher]] ammo. Experienced players tend to aerial an enemy with a single rocket, then follow it up with a few shots from their Shotgun. The [[Reserve Shooter]] augments this technique by scoring mini-crits on airborne enemies for 3 seconds after switching from the Rocket Launcher.
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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.
  
Aerials are a crucial aspect of one of the primary [[weapons]] available to the Soldier - the [[Direct Hit]]. This Rocket Launcher [[Mini-Crits]] targets that have been bounced into the air by an explosion. This effect does not apply to enemies launched into the air by other means. Regardless, the faster projectile speed of the Direct Hit, as well as that of the [[Liberty Launcher]] make them extremely useful tools for any Soldier trying to successfully make an aerial hit.
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=== Pyro ===
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{{youtube tn|sAWuyqeT6aE|Demonstrating a deflected rocket aerial|width=250}}
  
=== Pyro ===
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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.
{{youtube tn|amiz54NlwxA|Demonstrating a deflected rocket aerial|width=250}}
 
  
A [[Pyro]] can perform aerials with the [[Compression Blast]], used by pressing alt-fire with any [[Flamethrower]] active, or firing a [[Projectile|flare]] from the [[Flare Gun]]. Performing an aerial with the Compression Blast is difficult, and 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, redirecting 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.
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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.
  
Flare Gun aerials are significantly less difficult compared to reflecting projectiles, and offer the ability to [[Fire|ignite]] enemies that are hit with it. Since enemies will be on fire upon landing, players equipped with the [[Axtinguisher]] can follow up the Flare Gun aerial with a guaranteed [[critical hit]]. If there is any [[water]] or a [[health kit]] nearby, your enemy will probably attempt to land on or in it. If there isn't any water or nearby health kits, the enemy will usually abort his flight path and retreat. The enemy is likely to have taken significant damage from the combined impact of rocket jumping, fall damage, and burning. The Flare Gun's range is useful for assuring you pick him off before he is able to retreat to a Medic.
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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 ===
 
=== Demoman ===
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 creates a substantial difficulty gap, and will 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 when making first contact with the [[map|environment]].
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{{youtube tn|xG0ZdbgFD_U|Demonstrating a Demoman pipe aerial|width=250}}
  
In contrast, the [[Sticky Bomb]] 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. The Stickybomb Launcher replacement, the [[Scottish Resistance]], suffers a slightly longer prep duration for a fired projectile than the Stickybomb Launcher.
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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.  
  
While a bit more difficult to fire in time than the grenade, it is quite possible to perform aerials with a Sticky Bombs by detonating them in mid-air. Sticky Bombs do not need to make contact with an enemy to cause damage, and have powerful [[push|knockback]].
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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.
  
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 far 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.
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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.
  
=== Engineer ===
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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.
With a [[Wrangler]], an [[Engineer]] is capable of utilizing the rockets from his Level 3 [[Sentry Gun]] at will. While the Sentry Gun was always an invaluable counter to airborne targets, its limited range often impacted its effectiveness, and left the Engineer unable to prioritize certain targets when faced with an enemy push. With the Wrangler's manual control, an Engineer is capable of deciding who he directs his firepower toward. In general, the rules are similar to those followed when using the Rocket Launcher to stop mid-air enemies. Watch their trajectory, and wait for your enemy to begin their descent, aiming your shot to strike where they're going to land. As with any other more advanced maneuver practice is key.
 
  
The Wrangler offers a benefit that the Rocket Launcher and Grenade Launcher lack: a laser sight to assist your aim. With the Wranglers' laser, you can always tell where your rocket will go before you fire it. However, be aware that this laser is visible to the enemy as well.
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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.
  
 
=== Sniper ===
 
=== Sniper ===
{{youtube tn|By4hKQJQ5Xw|Demonstrating a Sniper Rifle aerial|width=250}}
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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.
  
With the [[Sniper Rifle]]'s scope, an aware [[Sniper]] is capable of stopping most mid-air enemies in their tracks. Typically, a shot through your scope to the mass, or [[headshot|head]] of an enemy will prevent them from closing in on you from above. Enemies flying through the air will have needed to damage themselves to gain that height, so a single shot from your rifle won't just stop their advancement, but will almost certainly force them to retreat to a [[Medic]], or their base. While smaller, stopping a [[Scout]] can prove just as simple for an observant Sniper. Watch their [[jumps]], and note when a Scout leaves a smoke trail behind his feet. This is a visual representation that he has used his double jump ability, and will be unable to dodge your shot. Ready your shot for where your enemy is going to be. Let them fall in to your scope instead of trying to follow them with it.
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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.
  
Successfully performing an aerial with the [[Huntsman]] is, however, different in that the power and arc of the arrow [[projectile]] depend 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]].
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== 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.
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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.
  
== How to Counter ==
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== Related achievements ==
As an aerial shot is meant to put the opponent in a position in which he is unable to protect himself from incoming projectiles, dodging an aerial is quite difficult. 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. One of the better, if more difficult tactics is to reverse you position with them by [[strafing]] your way to equal ground, and propelling your opponent in to the air with your own weapon. This can be especially difficult if your opponent has team mates nearby.
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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}}
 +
}}
  
As a Pyro, you are able to use your secondary compression blast ability to redirect incoming projectiles to your opponent. Compression blasts can reflect any projectile, from rocket to arrow, right back to the player that fired it. The projectile will be returned at full damage, and will retain [[Critical hit|critical]] or mini crit status. With this advantage, a Pyro always has a fighting chance against someone attempting to perform an aerial, whether on the high ground or the low ground.
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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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}}
  
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=== {{class link|Pyro}} ===
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{{Achievement table
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| {{Show achievement|Pyro|Pilot Light}}
 +
}}
  
== Common Rules==
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=== {{class link|Demoman}} ===
* 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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{{Achievement table
* Aerials force your enemy in to a temporary immobile state. You decide where they fall, you decide how much damage they take as they fall. Since they're only capable of strafing slightly, an agile player can easily protect their self 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 for them, as disorientation from their fall will make aiming difficult.
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| 1 = {{Show achievement|Demoman|Caber Toss}}
* If there is a health kit nearby, your enemy will probably try to land on it. Use this to tell where your 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 most likely attempt to pull out his [[Equalizer]] 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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      {{Show achievement|Demoman|Double Mauled Scotch}}
* Watch their trajectory, and wait for your enemy to begin their descent, aiming your shot to strike where they're going to land. As with any other more advanced maneuver practice is key.
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| 2 = {{Show achievement|Demoman|The Scottish Play}}
* Projectiles spawn from the barrel of your first-person weapon viewmodel, resulting in a slight horizontal offset. This means you should compensate slightly more for airborne enemies moving away from your viewmodel than those moving toward it.
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}}
  
== Related Achievements ==
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=== {{class link|Heavy}} ===
 
 
=== {{class link|Soldier}} ===
 
 
{{Achievement table
 
{{Achievement table
| {{Show achievement|Soldier|For Whom the Shell Trolls}}
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| {{Show achievement|Heavy|Marxman}}
 
}}
 
}}
  
=== {{class link|Demoman}} ===
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=== {{class link|Sniper}} ===
 
{{Achievement table
 
{{Achievement table
| {{Show achievement|Demoman|Caber Toss}}
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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}}
 
}}
 
}}
  
 
== See also ==
 
== See also ==
 
 
* [[Juggling]]
 
* [[Juggling]]
 
* [[Projectile]]
 
* [[Projectile]]
  
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{{Class Strategy Nav}}
  
{{Soldier Nav|coluncolstate=collapsed}}
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[[Category:Glossary]]
{{Pyro Nav|coluncolstate=collapsed}}
 
{{Demoman Nav|coluncolstate=collapsed}}
 
{{Engineer Nav|coluncolstate=collapsed}}
 
{{Sniper Nav|coluncolstate=collapsed}}
 
 
[[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