Difference between revisions of "Sticky Jumper"

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ingredient-2=Demoman Token|
 
ingredient-2=Demoman Token|
 
ingredient-3=Primary Token|
 
ingredient-3=Primary Token|
result=Sticky Jumper|
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result=Stickybomb Launcher|
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result-local=Sticky Jumper
 
}}
 
}}
  
 
'''''Note:''' The blueprint simply makes the Demoman's primary weapon, there is still a chance of getting the [[Scottish Resistance]] or [[Chargin' Targe]] instead. There will be a 33% chance of crafting this item.''
 
'''''Note:''' The blueprint simply makes the Demoman's primary weapon, there is still a chance of getting the [[Scottish Resistance]] or [[Chargin' Targe]] instead. There will be a 33% chance of crafting this item.''
 
  
 
==Bugs==
 
==Bugs==

Revision as of 11:45, 28 October 2010

Template:Targeted Template:Weapon infobox

It's a fine thing, lads, heheh.
The Demoman on Sticky Jumping training techniques.

The Sticky Jumper is a training secondary weapon for the Demoman Class which was released with the 2010 Team Fortress 2 Halloween event Scream Fortress. Its appearance is identical to the Sticky Launcher.

As the second training item, the Sticky Jumper fires completely harmless stickies allowing players to freely practice sticky jumping, similar to how the Rocket Jumper allows you to practice rocket jumping techniques. The ammo count is also doubled, giving the user twenty four extra sticky mines. All of this comes with a loss of 75 max health.


Blueprint

Scrap Metal [[Demoman Token|Template:Dictionary/items/demoman token]] [[Primary Token|Template:Dictionary/items/primary token]] Stickybomb Launcher
Item icon Scrap Metal.png + Token demo large.png + Token primary large.png = Item icon Stickybomb Launcher.png

Note: The blueprint simply makes the Demoman's primary weapon, there is still a chance of getting the Scottish Resistance or Chargin' Targe instead. There will be a 33% chance of crafting this item.

Bugs

  • Currently stickies from the Sticky Jumper still cause damage to opponents.
  • The ammo count is doubled on the pipe launcher, not the sticky launcher.
  • Pipes cause no self damage when the Sticky Jumper is equipped.
    • This could either be an unintended consequence of trying to prevent self damage when grenade jumping, or simply a mistake in how self explosive damage is calculated.

Trivia

  • This is the second training weapon. The first was the Soldier's Rocket Jumper.
  • Equipping the Sticky Jumper grants the player immunity to the blast damage from exploding pumpkins in Harvest and Mann Manor.
  • Despite not doing any self-damage, the Demoman still yells out in pain and the red hit indicator still shows up on the screen.

Gallery

See also

References