Difference between revisions of "Slowdown"
Lemonpieman (talk | contribs) (→Shortstop: typos/bad grammar/poor writing) |
Kurathedog (talk | contribs) (→Weapon Penalty: the old BONK) |
||
Line 41: | Line 41: | ||
[[Category:Gameplay]] | [[Category:Gameplay]] | ||
+ | |||
+ | ==[[Bonk! Atomic Punch]]== | ||
+ | [[File:Killicon_home_run.png]] | ||
+ | |||
+ | Before it was patched out, after the [[Scout]]'s invurnability wore off, he suffered a slowdown effect. This has been replaced by a cooldown meter. |
Revision as of 00:52, 26 October 2010
![]() | “You are so small! Is funny to me!” This article is a stub. As such, it is not complete. You can help Team Fortress Wiki by expanding it. |
![]() | “What are you lookin' at?!” This page or section would benefit from the addition of one or more images. Please add a suitable image, then remove this notice. |
“ | What da hell's goin' on?
Click to listen
— The Scout on being slowed down
|
” |
Slowdown or Slow is a gameplay mechanic that decreases the speed of a player for a set time. This can be either given as a detriment for using an item, or as a method of attack delivered by a weapon.
Contents
Falloff
The Slowdown effect currently has no falloff point, meaning it will slowdown affected players at any distance. The effects of bullet spread, however, means that it is more difficult to slowdown players further away.
Weapon Effect
Even though the two weapons use the same mechanic, they are implemented in two different ways. The difference is that the Shortstop's effect has a changed time period, as well as the scaling of speed.
Natascha
On Hit: 100% chance to slow target
This effect means that on every hit, there is a chance to slow the target to approximately 113 Hammer Units per second. In this case, the chance is 100%. Also, there is no scaling of speed on the Natascha; essentially all affected people are slowed to one value. This makes enemies with faster run speeds such as Scouts experience a much larger slowdown effect, making the weapon very useful for denying them of their mobility.
Shortstop
Slow target movement by 40% for 0.5s
This effect means that it is guaranteed for the target to be slowed by 40% of their max speed for 0.5 seconds. Unlike the Natascha, this speed effect is scaled by their max speed. Also unlike the Natascha, the Shortstop lacks a constant rate of fire, which means that the slowdown cannot be constantly applied.
Weapon Slowdown Uses
There are many uses for the slowdown effect on weapons; the first and most obvious use would be diminishing your opponent's ability to flee from a fight. In the case of the Shortstop, the opposite can be applied. The slowdown effect from the Shortstop can help the Scout escape from a lethal situation by slowing down his pursuers. Slowdown can also be used to prevent enemy players from jumping to strategic points on the map; a player hit with a slowdown mid-air will lose almost all momentum, falling short of his intended destination. Sometimes, this can even cause an environmental death. Another use is denying a Demoman of his charge. Any Demoman using his Chargin' Targe that is hit by a slowdown will instantly slowed down to a crawl, preventing him from charging to his target. This is especially useful for Heavies with a Natascha, whom might otherwise have trouble avoiding the charge.
Weapon Penalty
Scotsman's Skullcutter
-15% movement speed on wearer
Currently, the Demoman's 'Scotsman's Skullcutter' is the only weapon to have Slowdown as a weapon penalty. When added to the loadout, the Demoman's movement speed is lowered from 280 units per second (93% of normal speed) to 238 units per second (78% of normal speed), rendering him only marginally faster than a Heavy. This effect is constant, so long as the Skullcutter remains in the Demoman's loadout.
Bonk! Atomic Punch
Before it was patched out, after the Scout's invurnability wore off, he suffered a slowdown effect. This has been replaced by a cooldown meter.