Difference between revisions of "Rocket Jumper"

From Team Fortress Wiki
Jump to: navigation, search
(Trivia)
(Trivia)
Line 35: Line 35:
 
* The Rocket Jumper uses the same model file as the original Rocket Launcher, making it useful to confuse enemies about your health or to supress a chokepoint, as even if a player replaces the model, the Rocket Launcher and the Rocket Jumper remain indentical. This gives several tactical uses to this weapon, probably on purpose.
 
* The Rocket Jumper uses the same model file as the original Rocket Launcher, making it useful to confuse enemies about your health or to supress a chokepoint, as even if a player replaces the model, the Rocket Launcher and the Rocket Jumper remain indentical. This gives several tactical uses to this weapon, probably on purpose.
 
**Also, launching rockets at opponents can be used to intimidate them and scare them off.
 
**Also, launching rockets at opponents can be used to intimidate them and scare them off.
 +
*There is currently a glitch, which sometimes results in triple ammo for other '''primary weapons''' in arena, if you switch class while you have the Rocket Jumper equipped, eg. 36 reserve ammo for the [[Huntsman]].
  
 
== Gallery ==
 
== Gallery ==

Revision as of 20:44, 7 October 2010

Template:Weapon infobox

And that is how you do it, men!
The Soldier on proper rocket-to-foot measurements

The Rocket Jumper is a training primary weapon for the Soldier Class which was released with the Mann-Conomy Update. Its appearance is identical to the Rocket Launcher.

As the first training item, the Rocket Jumper fires completely harmless rockets allowing players to freely practice Rocket jumping techniques. The ammo count is also tripled, giving the user forty extra rockets.

Demonstration

Trivia

  • With this weapon equipped, it is possible to survive the Kamikaze taunt of the Equalizer; the player will only suffer fall damage after being launched into the air. This is similar to an early bug that existed when the Gunboats were first implemented.
  • Reflected rockets fired from the Rocket Jumper will not deal any damage.
    • Unless a Pyro reflects the rocket beneath himself (ie. attempts a rocket jump with a deflected rocket), then the rocket will deal normal amount of damage.
  • This weapon may find use in legitimate play, as one could quickly reach the front lines or the enemy flag by rocket jumping without having to worry about conserving rockets or taking self-damage. Combined with the Pain Train, it could be possible to quickly capture control points.
    • Notably skilled players may also be able to use this weapon with the Shotgun effectively.
  • This weapon is most commonly used in user created training-maps, usually called "Jump" maps. These maps follow the prefix title "jump_mapname."
  • This weapon provides immunity blast damage from the exploding pumpkins in Harvest.
  • The Dead Ringer will not be activated by this weapon.
  • The Rocket Jumper uses the same model file as the original Rocket Launcher, making it useful to confuse enemies about your health or to supress a chokepoint, as even if a player replaces the model, the Rocket Launcher and the Rocket Jumper remain indentical. This gives several tactical uses to this weapon, probably on purpose.
    • Also, launching rockets at opponents can be used to intimidate them and scare them off.
  • There is currently a glitch, which sometimes results in triple ammo for other primary weapons in arena, if you switch class while you have the Rocket Jumper equipped, eg. 36 reserve ammo for the Huntsman.

Gallery

See also