Difference between revisions of "Fall damage"
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Fall damage is taken by a victim when the victim falls for more than a given distance and lands on a flat horizontal surface, and the damage received mostly depends on how far the victim has fell since the start of the jump. Landing while crouched will therefore increase Fall damage taken, and the player is thus calculated to have travelled further in this space of time. and is accompanied by a distinct bone crunching noise and blood particles being emitted from the legs for a brief time. | Fall damage is taken by a victim when the victim falls for more than a given distance and lands on a flat horizontal surface, and the damage received mostly depends on how far the victim has fell since the start of the jump. Landing while crouched will therefore increase Fall damage taken, and the player is thus calculated to have travelled further in this space of time. and is accompanied by a distinct bone crunching noise and blood particles being emitted from the legs for a brief 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, equipping the [[Pretty Boy%27s Pocket Pistol]], being airblasted away from the floor at an angle, 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. | + | 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, equipping the [[Pretty Boy%27s Pocket Pistol]], being airblasted away from the floor at an angle, 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. |
If a character dies whilst taking fall damage, including pitfalls such as the southern face of [[pl_upward]] will automatically result in death upon players landing in them, will display a distinct kill message in the kill feed, and awarding an assist to anyone who was attacking them at the time of death. (See below) | If a character dies whilst taking fall damage, including pitfalls such as the southern face of [[pl_upward]] will automatically result in death upon players landing in them, will display a distinct kill message in the kill feed, and awarding an assist to anyone who was attacking them at the time of death. (See below) |
Revision as of 09:08, 21 July 2012
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“ | Ooooh, I've realllly hit rock bottom.
Click to listen
— The Demoman
|
” |
Fall damage is a type of damage that is only applied when a player falls from a certain height.
Fall damage is taken by a victim when the victim falls for more than a given distance and lands on a flat horizontal surface, and the damage received mostly depends on how far the victim has fell since the start of the jump. Landing while crouched will therefore increase Fall damage taken, and the player is thus calculated to have travelled further in this space of time. and is accompanied by a distinct bone crunching noise and blood particles being emitted from the legs for a brief 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, equipping the Pretty Boy's Pocket Pistol, being airblasted away from the floor at an angle, 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.
If a character dies whilst taking fall damage, including pitfalls such as the southern face of pl_upward will automatically result in death upon players landing in them, will display a distinct kill message in the kill feed, and awarding an assist to anyone who was attacking them at the time of death. (See below)
Gallery
Damage values
Note: Damage Values are approximate and have been determined by Community testing.
Height (units) | 256 | 320 | 384 | 448 | 512 | 576 | 640 | 704 | 768 | 832 | 896 | 960 | 1024 | 1088 | 1152 | 1216 | 1280 | 1344 | 1408 | 1472 | 1536 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Damage | 0 | 30 | 37 | 49 | 53 | 55 | 57 | 59 | 60 | 62 | 64 | 66 | 69 | 71 | 72 | 74 | 78 | 79 | 80 | 82 | 83 |
Height (units) | 1600 | 1664 | 1728 | 1792 | 1856 | 1920 | 1984 | 2048 | 2112 | 2176 | 2240 | 2304 | 2368 | 2432 | 2496 | 2560 | 2624 | 2688 | 2752 | 2816 | 2880 |
Damage | 84 | 85 | 96 | 97 | 98 | 99 | 100 | 101 | 102 | 103 | 104 | 108 | 111 | 112 | 113 | 114 | 115 | 120 | 122 | 124 | 125 |
Graph
Originally sourced from this document.
Related achievements
Scout
Fall Classic Cause an environmental death or suicide using the Force-A-Nature's knockback. |
Demoman
He Who Celt It Use the Sticky Launcher to kill an enemy player via environmental damage. |
Medic
Medical Intervention Save a falling teammate from dying on impact. |