Difference between revisions of "Fall damage"

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[[File:Fell To a Clumsy Painful Death.png|thumb|right|500px|The Fall Damage Death Message.]]
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[[Image:Tf_demoman_environmental_kill.png‎ |right|200px]]
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{{Quotation|'''The Demoman'''|Ooooh, I've realllly hit rock bottom.|sound=Demoman_jeers06.wav}}
  
{{Quotation|'''The Demoman'''|Oh, that smarts!|sound=Demoman_painsharp07.wav}}
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'''Fall damage''' is a type of [[damage]] that is only applied when a player hits the ground while traveling faster than a certain velocity, or by certain areas in a map.
  
'''Fall Damage''' is a type of damage that only occurs when a player falls from a certain height. The higher the player drops, the more fall damage the player will take. Fall damage is accompanied by a distinct 'bone crunching' sound.  
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Fall damage is taken by a victim when the victim falls faster than {{Tooltip|650 [[Hammer units]] per second|~12.4 meters or ~40.6 feet}} and lands on a flat horizontal surface; the damage received varies based on the victim's downwards velocity (generally the longer you fall, the higher this is) and the victim's max health. If a Spy using the [[Conniver's Kunai]] and a Heavy fall from the same distance, the Heavy will take more fall damage. The fall is usually accompanied by a distinct bone crunching noise and blood particles being emitted from the legs for a brief time. Landing while [[crouched]] will therefore increase fall damage taken, as the player is calculated to have traveled further in this space of time.
  
If a player was to crouch in mid-air and continue to stay crouched until his landing, the player will take more fall damage than if he was standing upright. In the Source Engine, crouching in mid-air moves your "legs" up (causing your bounding box to be smaller and higher off the ground). Thus there would be more distance between the character and the ground which would increase the amount of fall damage.  However, if you crouch-walk off a ledge and then stand in mid-air before hitting the ground, you will decrease your fall damage.
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However, fall damage can be cancelled by utilising a [[Jumping#Double Jump|Double jump]] (or a [[Triple jump]] with the [[Atomizer]] or a [[Force jump]] with the [[Force-A-Nature]]) close to the floor, being [[Compression blast|Airblasted]] away from the floor at an angle, activating the [[B.A.S.E. Jumper|B.A.S.E. Jumper's]] parachute before touching the floor, or explosive jumping away from the floor with precise timing. The [[Mantreads]] can also offset fall damage from the user if they successfully land on an opponent, inflicting 3 times the fall damage that would've been taken by the wearer to the target, and the wearer will take no fall damage. It is also possible to negate fall damage by landing in a body of [[Water]] of a depth greater than 1 Hammer unit.
  
Some areas of maps which are out of bounds will also instantly kill you with fall damage when you hit them, even if a fall of that height would not normally kill you or if you negate your falling speed with a [[double jump]].
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If a player dies from fall damage — including pitfalls such as the southern face of [[Upward]], which instantly kill any player who lands in them — a distinct kill message will be displayed in the kill feed, and an assist will be awarded to anyone who was attacking the victim at the time of death. Some areas of a map can kill a player no matter what speed they have while touching them, or if they are under the effect of the ÜberCharge.
  
Falling deaths generally occur when a wounded class takes a large leap and miscalculates the risk, when a Soldier or Demoman poorly execute a [[rocket jump]] or [[sticky jump]] respectively, and in rarer cases, when a light class is stricken from above with an explosion that sends them downwards with considerable force, even over short distances.
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There is a 20% random variance in fall damage. This random variable can be disabled by setting {{cvar|tf_fall_damage_disablespread}} to 1.  
  
 +
== Gallery ==
 +
{{see also|Kill icons|l1=List of kill icons}}
 +
{{Kill notice|extend = yes|width = 45%|weapon = skull|victim = Scout  <span style="color:#3e3923;">fell to a clumsy, painful death </span>}}
  
==Fall Damage Chart==
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{{anchor|Fall Damage Chart}}
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== Damage values ==
 +
'''Note''': The following values are before the 20% random variance in fall damage is calculated. The following values are also percentages, not exact values, as fall damage is dealt proportionately to maximum health. It should also be noted that these are theoretical values, calculated using the fall damage formula: Damage (%) = 5 * ( Velocity / 300 ).
 +
{| class="wikitable grid" style="font-size:80%; text-align: center;"
 +
! class="header" | Velocity <small>(units/s)</small>
 +
| 0-650
 +
| 651
 +
| 700
 +
| 750
 +
| 800
 +
| 850
 +
| 900
 +
| 950
 +
| 1000
 +
| 1050
 +
| 1100
 +
| 1150
 +
| 1200
 +
| 1250
 +
| 1300
 +
| 1350
 +
| 1400
 +
| 1450
 +
| 1500
 +
| 1550
 +
| 1600
 +
| 1650
 +
| 1700
 +
| 1750
 +
| 1800
 +
| 1850
 +
| 1900
 +
| 1950
 +
| 2000
 +
| 2050
 +
|-
 +
! class="header" | Damage (%)
 +
| style="background-color:#FBF0D2;" | 0.00
 +
| style="background-color:#FBF0D2;" | 10.85
 +
| style="background-color:#FBF0D2;" | 11.67
 +
| style="background-color:#FBF0D2;" | 12.50
 +
| style="background-color:#FBF0D2;" | 13.33
 +
| style="background-color:#FBF0D2;" | 14.17
 +
| style="background-color:#FBF0D2;" | 15.00
 +
| style="background-color:#FBF0D2;" | 15.83
 +
| style="background-color:#FBF0D2;" | 16.67
 +
| style="background-color:#FBF0D2;" | 17.50
 +
| style="background-color:#FBF0D2;" | 18.33
 +
| style="background-color:#FBF0D2;" | 19.17
 +
| style="background-color:#FBF0D2;" | 20.00
 +
| style="background-color:#FBF0D2;" | 20.83
 +
| style="background-color:#FBF0D2;" | 21.67
 +
| style="background-color:#FBF0D2;" | 22.50
 +
| style="background-color:#FBF0D2;" | 23.33
 +
| style="background-color:#FBF0D2;" | 24.17
 +
| style="background-color:#FBF0D2;" | 25.00
 +
| style="background-color:#FBF0D2;" | 25.83
 +
| style="background-color:#FBF0D2;" | 26.67
 +
| style="background-color:#FBF0D2;" | 27.50
 +
| style="background-color:#FBF0D2;" | 28.33
 +
| style="background-color:#FBF0D2;" | 29.17
 +
| style="background-color:#FBF0D2;" | 30.00
 +
| style="background-color:#FBF0D2;" | 30.83
 +
| style="background-color:#FBF0D2;" | 31.67
 +
| style="background-color:#FBF0D2;" | 32.50
 +
| style="background-color:#FBF0D2;" | 33.33
 +
| style="background-color:#FBF0D2;" | 34.17
 +
|-
 +
| colspan="21" |
 +
|-
 +
! class="header" | Velocity <small>(units/s)</small>
 +
| 2100
 +
| 2150
 +
| 2200
 +
| 2250
 +
| 2300
 +
| 2350
 +
| 2400
 +
| 2450
 +
| 2500
 +
| 2550
 +
| 2600
 +
| 2650
 +
| 2700
 +
| 2750
 +
| 2800
 +
| 2850
 +
| 2900
 +
| 2950
 +
| 3000
 +
| 3050
 +
| 3100
 +
| 3150
 +
| 3200
 +
| 3250
 +
| 3300
 +
| 3350
 +
| 3400
 +
| 3450
 +
| 3500
 +
| -
 +
|-
 +
! class="header" | Damage (%)
 +
| style="background-color:#FBF0D2;" | 35.00
 +
| style="background-color:#FBF0D2;" | 35.83
 +
| style="background-color:#FBF0D2;" | 36.67
 +
| style="background-color:#FBF0D2;" | 37.50
 +
| style="background-color:#FBF0D2;" | 38.33
 +
| style="background-color:#FBF0D2;" | 39.17
 +
| style="background-color:#FBF0D2;" | 40.00
 +
| style="background-color:#FBF0D2;" | 40.83
 +
| style="background-color:#FBF0D2;" | 41.67
 +
| style="background-color:#FBF0D2;" | 42.50
 +
| style="background-color:#FBF0D2;" | 43.33
 +
| style="background-color:#FBF0D2;" | 44.17
 +
| style="background-color:#FBF0D2;" | 45.00
 +
| style="background-color:#FBF0D2;" | 45.83
 +
| style="background-color:#FBF0D2;" | 46.67
 +
| style="background-color:#FBF0D2;" | 47.50
 +
| style="background-color:#FBF0D2;" | 48.33
 +
| style="background-color:#FBF0D2;" | 49.17
 +
| style="background-color:#FBF0D2;" | 50.00
 +
| style="background-color:#FBF0D2;" | 50.83
 +
| style="background-color:#FBF0D2;" | 51.67
 +
| style="background-color:#FBF0D2;" | 52.50
 +
| style="background-color:#FBF0D2;" | 53.33
 +
| style="background-color:#FBF0D2;" | 54.17
 +
| style="background-color:#FBF0D2;" | 55.00
 +
| style="background-color:#FBF0D2;" | 55.83
 +
| style="background-color:#FBF0D2;" | 56.67
 +
| style="background-color:#FBF0D2;" | 57.50
 +
| style="background-color:#FBF0D2;" | 58.33
 +
| style="background-color:#FBF0D2;" | -
 +
|}
  
[[File:Capture of graph.jpg]]
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=== Graph ===
 +
Previous values graphed, along with minimum and maximum damage percentages.
  
[http://spreadsheets.google.com/pub?key=p3ishh-tlWtYzGuOAlhf8bA Original Source]
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[[File:Fall Damage Velocity Graph.png|900px]]
 +
 
 +
== Related achievements ==
 +
=== {{class link|Scout}} ===
 +
{{Show achievement|Scout|Fall Classic|width = 50%}}
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=== {{class link|Demoman}} ===
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{{Show achievement|Demoman|He Who Celt It|width = 50%}}
 +
=== {{class link|Medic}} ===
 +
{{Show achievement|Medic|Medical Intervention|width = 50%}}
 +
 
 +
== Update history ==
 +
'''{{Patch name|10|18|2011}} #1'''
 +
* {{Undocumented}} Standing on top of an enemy and then killing said enemy while facing the floor will no longer deal fall damage to the player.
 +
'''{{Patch name|7|7|2022}}'''
 +
* Added a game server setting, "{{cvar|tf_fall_damage_disablespread}}", to disable random fall damage (default: {{code|0}}).
  
{{Languages}}
 
 
[[Category:Gameplay]]
 
[[Category:Gameplay]]

Latest revision as of 21:52, 9 December 2023

Tf demoman environmental kill.png
Ooooh, I've realllly hit rock bottom.
The Demoman

Fall damage is a type of damage that is only applied when a player hits the ground while traveling faster than a certain velocity, or by certain areas in a map.

Fall damage is taken by a victim when the victim falls faster than 650 Hammer units per second and lands on a flat horizontal surface; the damage received varies based on the victim's downwards velocity (generally the longer you fall, the higher this is) and the victim's max health. If a Spy using the Conniver's Kunai and a Heavy fall from the same distance, the Heavy will take more fall damage. The fall is usually accompanied by a distinct bone crunching noise and blood particles being emitted from the legs for a brief time. Landing while crouched will therefore increase fall damage taken, as the player is calculated to have traveled further in this space of time.

However, fall damage can be cancelled by utilising a Double jump (or a Triple jump with the Atomizer or a Force jump with the Force-A-Nature) close to the floor, being Airblasted away from the floor at an angle, activating the B.A.S.E. Jumper's parachute before touching the floor, or explosive jumping away from the floor with precise timing. The Mantreads can also offset fall damage from the user if they successfully land on an opponent, inflicting 3 times the fall damage that would've been taken by the wearer to the target, and the wearer will take no fall damage. It is also possible to negate fall damage by landing in a body of Water of a depth greater than 1 Hammer unit.

If a player dies from fall damage — including pitfalls such as the southern face of Upward, which instantly kill any player who lands in them — a distinct kill message will be displayed in the kill feed, and an assist will be awarded to anyone who was attacking the victim at the time of death. Some areas of a map can kill a player no matter what speed they have while touching them, or if they are under the effect of the ÜberCharge.

There is a 20% random variance in fall damage. This random variable can be disabled by setting tf_fall_damage_disablespread to 1.

Gallery

See also: List of kill icons
Killicon skull.png
 Scout fell to a clumsy, painful death

Damage values

Note: The following values are before the 20% random variance in fall damage is calculated. The following values are also percentages, not exact values, as fall damage is dealt proportionately to maximum health. It should also be noted that these are theoretical values, calculated using the fall damage formula: Damage (%) = 5 * ( Velocity / 300 ).

Velocity (units/s) 0-650 651 700 750 800 850 900 950 1000 1050 1100 1150 1200 1250 1300 1350 1400 1450 1500 1550 1600 1650 1700 1750 1800 1850 1900 1950 2000 2050
Damage (%) 0.00 10.85 11.67 12.50 13.33 14.17 15.00 15.83 16.67 17.50 18.33 19.17 20.00 20.83 21.67 22.50 23.33 24.17 25.00 25.83 26.67 27.50 28.33 29.17 30.00 30.83 31.67 32.50 33.33 34.17
Velocity (units/s) 2100 2150 2200 2250 2300 2350 2400 2450 2500 2550 2600 2650 2700 2750 2800 2850 2900 2950 3000 3050 3100 3150 3200 3250 3300 3350 3400 3450 3500 -
Damage (%) 35.00 35.83 36.67 37.50 38.33 39.17 40.00 40.83 41.67 42.50 43.33 44.17 45.00 45.83 46.67 47.50 48.33 49.17 50.00 50.83 51.67 52.50 53.33 54.17 55.00 55.83 56.67 57.50 58.33 -

Graph

Previous values graphed, along with minimum and maximum damage percentages.

Fall Damage Velocity Graph.png

Related achievements

Leaderboard class scout.png Scout

Fall Classic
Fall Classic
Cause an environmental death or suicide using the Force-A-Nature's knockback.

Leaderboard class demoman.png Demoman

He Who Celt It
He Who Celt It
Use the Sticky Launcher to kill an enemy player via environmental damage.

Leaderboard class medic.png Medic

Medical Intervention
Medical Intervention
Save a falling teammate from dying on impact.


Update history

October 18, 2011 Patch #1

  • [Undocumented] Standing on top of an enemy and then killing said enemy while facing the floor will no longer deal fall damage to the player.

July 7, 2022 Patch

  • Added a game server setting, "tf_fall_damage_disablespread", to disable random fall damage (default: 0).