Difference between revisions of "Fall damage"
m (I thought this needed to be added, I wish I knew it when I was new, wording might be awkward. I think the placement makes sence as the next bit of text talks about negating damage.) |
|||
Line 1: | Line 1: | ||
− | + | [[Image:Tf_demoman_environmental_kill.png |right|250px]] | |
{{Quotation|'''The Demoman'''|Oh, that smarts!|sound=Demoman_painsharp07.wav}} | {{Quotation|'''The Demoman'''|Oh, that smarts!|sound=Demoman_painsharp07.wav}} | ||
'''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. | '''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. |
Revision as of 20:31, 8 November 2010
“ | Oh, that smarts!
Click to listen
— The Demoman
|
” |
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.
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.
It is important to note that fall damage can be negated by double jumping, sticky jumping or rocket jumping near the end of the fall. Double jumping is more practical than sticky or rocket jumping because it does not deal splash damage to the player. Soldiers can use the Rocket Jumper to stop their decent without taking damage.
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.
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.
Contents
Gallery
Kill icon
Demonstration
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 (cont'd) | 1600 | 1664 | 1728 | 1792 | 1856 | 1920 | 1984 | 2048 | 2112 | 2176 | 2240 | 2304 | 2368 | 2432 | 2496 | 2560 | 2624 | 2688 | 2752 | 2816 | 2880 |
Damage (cont'd) | 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
Medic
Medical Intervention Save a falling teammate from dying on impact. |