Difference between revisions of "Projectiles/ko"

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{{Quotation|'''The Soldier,''' on dangerous projectiles ...|Crocket!|sound=Soldier_specialcompleted02.wav}}
 
{{Quotation|'''The Soldier,''' on dangerous projectiles ...|Crocket!|sound=Soldier_specialcompleted02.wav}}
  
'''Projectiles''', unlike [[hitscan]] bullets, do not travel instantaneously across the map but rather at a preset speed, differing depending on the projectile, and are often subject to engine physics. Projectiles use a large hitbox shared by all classes to judge contact, the same as that used by [[melee]] weapons, other players, and the enviroment. The [[Damage#|damage]] of a projectile is usually determined by the distance the target is from the attacker upon collision or, alternatively, from the spot said attacker was at upon death. Many projectiles have unique properties, which differ depending on the weapon. Projectiles are not affected by [[lag compensation]]. Maps are coded so that at the edge of their area projectiles disappear.
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'''발사체''', [[hitscan/ko|히트 스캔]] 총알과는 다르게, 맵을 단번에 가로지르지는 않지만 rather at a preset speed, differing depending on the projectile, and are often subject to engine physics. Projectiles use a large hitbox shared by all classes to judge contact, the same as that used by [[melee]] weapons, other players, and the enviroment. The [[Damage#|damage]] of a projectile is usually determined by the distance the target is from the attacker upon collision or, alternatively, from the spot said attacker was at upon death. Many projectiles have unique properties, which differ depending on the weapon. Projectiles are not affected by [[lag compensation]]. Maps are coded so that at the edge of their area projectiles disappear.
  
 
A Heavy's dropped [[Sandvich]]; pieces of destroyed Stickybombs, [[building]]s, and [[Electro Sapper|Sappers]]; and dropped weapon [[pickups]] from dead players are not considered projectiles; although they are launched and subject to engine physics, they have different properties.
 
A Heavy's dropped [[Sandvich]]; pieces of destroyed Stickybombs, [[building]]s, and [[Electro Sapper|Sappers]]; and dropped weapon [[pickups]] from dead players are not considered projectiles; although they are launched and subject to engine physics, they have different properties.

Revision as of 01:55, 27 October 2012


Spamming.png
Ico camera.png Related images:


Crocket!
The Soldier, on dangerous projectiles ...

발사체, 히트 스캔 총알과는 다르게, 맵을 단번에 가로지르지는 않지만 rather at a preset speed, differing depending on the projectile, and are often subject to engine physics. Projectiles use a large hitbox shared by all classes to judge contact, the same as that used by melee weapons, other players, and the enviroment. The damage of a projectile is usually determined by the distance the target is from the attacker upon collision or, alternatively, from the spot said attacker was at upon death. Many projectiles have unique properties, which differ depending on the weapon. Projectiles are not affected by lag compensation. Maps are coded so that at the edge of their area projectiles disappear.

A Heavy's dropped Sandvich; pieces of destroyed Stickybombs, buildings, and Sappers; and dropped weapon pickups from dead players are not considered projectiles; although they are launched and subject to engine physics, they have different properties.

특별한 발사체

The properties of projectiles differ depending on the weapon that fired them. Projectiles often damage on contact like a hitscan bullet. Alternatively, many projectiles generate explosions upon contact, or in the case of the Demoman, generate explosions and destroy themselves when a certain time has passed (in the case of grenades) or at the Demoman's cue (in the case of Stickybombs). All projectiles except rockets are subject to gravity and fall downward. The damage of the projectiles that are fired from the Demoman's weapons (after five seconds, in the case of stickybombs), the Flare Gun, a level 3 Sentry Gun, and the Huntsman are not affected by distance (although the Flare Gun's range is limited by a mechanic that causes the flare to drop rapidly after a certain distance), however the Crusader's Crossbow has an inversed damage falloff (which means damage and healing increase by distance). Certain projectiles apply effects upon contact. The baseballs launched by the Sandman apply a stunning effect, while flares set enemies on fire. Jarate and Mad Milk do not deal damage at all, but instead apply their respective effects to enemies, temporarily remove the Cloaking ability from Spies, and put out fires within their splash radius. The Blutsauger and Black Box restore health to the firing Medic or Soldier on a hit, and the Crusader's Crossbow heals and damages a teammate or enemy respectively. The Huntsman can also be made to apply the fire effect when ignited by a Pyro's flames. Note that effects are not applied when the target is ÜberCharged by a Medi Gun.

Stickybombs adhere to the environment, but bounce off spawn walls, players, and certain other objects. Arrows stick to players and the environment, but only cosmetically; syringes also cosmetically stick to the environment. Rockets from a level 3 Sentry Gun track targets slightly and circle each other in flight; the cluster of four is considered a single object.

화염

Flames are large, damage-dealing, player-igniting 'particles' fired from the Pyro's primary weapons: the Flamethrower, Backburner, and Degreaser, and also when hit by the Sharpened Volcano Fragment. They use the projectile hitbox to judge contact, like projectiles, but are invisible (instead casting a distortion effect), both time out and have a maximum distance, and have their damage largely determined by time since fired and not distance. Also unlike projectiles, flames do not make contact with players or buildings except to damage them and do not make contact with the environment except at their center; the projectile does not ignite or deal damage through walls, however. Flames have a "negative" curve that cause flames to drift upward and have their momentum partially determined by the firing Pyro's movement. Flames that enter water become bubbles and do not deal damage.

폭발

Explosions are instantly damaging splash effects produced by projectiles (and the Kamikaze taunt and Ullapool Caber melee weapon), that usually have significant knock back. They also use the projectile hitbox. The knock back, size, and damage of explosions vary depending on the projectile that generates them. Explosions cannot pass through walls, and thus conform their shape to the shape of their surroundings. They deal damage and knock back proportional to the amount of hitbox encompassed in their radius and the distance between their origins and the midpoints of affected players. Explosions can hit the player that fired them, which may be used to augment jumping.

The compression blast and splash effects from Jarate and Mad Milk are sometimes classified as explosions, and have similar properties, conforming to walls in the same way.

주사기

주사기주사기총블루트자우거의 발사시 사용되는 발사체로 히트박스이며, 곡선으로 날아가며, 로켓 발사기의 로켓과 비슷한 속도를 지녔습니다. but inflict bonus damage on enemies with a weakness to bullets, disarm Stickybombs, and cannot be reflected or destroyed by other projectiles or a compression blast.

발사체의 기타 성격

The compression blast ability of the Flamethrower and Degreaser can reflect all projectiles save syringes. With the exception of Stickybombs, once reflected, projectiles switch ownership to the Pyro whom reflected them and deal Mini-Crit damage on enemies they hit. Baseballs from the Sandman can be reflected by a well-timed swing with the Sandman.

The Huntsman's arrows Critically headshot when they pierce a particular area of the projectile hitbox that is shared by all classes, although the Crusader's Crossbow, which shares the same projectile, does not. The Backburner Crits when attacking an area behind of the hitbox. The flares from a Flare Gun deal Critical hits on burning players.

When colliding in mid-air, Critical projectiles and arrows destroy other projectiles. Flares destroy other flares. Stickybombs can also be destroyed by bullets, syringes, melee weapons or Scottish Resistance's stickybombs, dropping ammo.

발사체

발사체 목록
발사체 속력 (HU/s) 중력 영향 [1] 점착 여부 [2] 반사 여부 [3] 파괴 방법
Arrow proj.png
화살
Leaderboard class sniper.png 헌츠맨 1875 가능 가능
Leaderboard class medic.png십자군의 석궁 알 수 없음
Sandman Baseball.png
야구공
Leaderboard class scout.png 샌드맨 1940 불가능 가능
  • 없음
Flare proj red.png
조명탄
Leaderboard class pyro.png 조명탄 발사기 1450 불가능 가능
Grenade proj red.png
유탄
Leaderboard class demoman.png 유탄 발사기 850 불가능 가능
  • 없음
Leaderboard class demoman.png로치-앤-로드 1331
Backpack Jarate.png
자라데
Leaderboard class sniper.png자라데 850 불가능 가능
Mad Milk.png
미치광이 우유
Leaderboard class scout.png 미치광이 우유 850 불가능 가능
  • 없음
Rocket.png
로켓
Leaderboard class soldier.png 로켓 발사기 1100 아니오 불가능 가능
Leaderboard class soldier.png 블랙 박스
Leaderboard class soldier.png 로켓 점퍼
Leaderboard class soldier.png 다이렉트 히트 1980
Leaderboard class engineer.png 센트리 건 알 수 없음
Sticky proj red.pngScores proj red.png
Stickybomb
Leaderboard class demoman.png점착 폭탄 발사기 805~1850 접촉면에서만 가능 가능
Leaderboard class demoman.png 점착 점퍼
Leaderboard class demoman.png 스코티시 레지스턴스
RED Syringe Gun Ammo.png
주사기
Leaderboard class medic.png 주사기총 990 접촉면에서만 가능 가능
  • 없음
Leaderboard class medic.png 블루트자우거

주석

  1. Determines if the projectile travels in a straight line or if it slowly arcs to the ground
  2. Determines if the projectile sticks to a surface
  3. Determines if the projectile can be reflected by the Pyro's compression blast
  4. 센트리 건에서 발사되는 로켓의 파괴 여부는 알 수 없음.
  5. a b c d 표면에 접착된 후에 가능

Demonstration

같이 보기