Difference between revisions of "Sticky Jumper"

From Team Fortress Wiki
Jump to: navigation, search
m (Trivia: Just adding links to weapons mentioned)
m (Blueprint)
Line 33: Line 33:
 
ingredient-3=Primary Token|
 
ingredient-3=Primary Token|
 
result=Sticky Jumper|
 
result=Sticky Jumper|
 +
result-2=Scottish Resistance|
 +
result-3=Chargin' Targe|
 
}}
 
}}
  
 
'''''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.''
 
  
 
==Previous Changes==
 
==Previous Changes==

Revision as of 22:48, 31 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 weapon for the Demoman class, replacing and appearing identical to the Sticky Launcher.

As a training item, this weapon fires stickies that do no damage to the player or enemies but still inflict knockback. This allows players to freely practice sticky jumping. The ammo count is also tripled, giving the user forty eight extra sticky mines. On the other hand, the weapon reduces the Demoman's health by 75.


Blueprint

Scrap Metal [[Demoman Token|Template:Dictionary/items/demoman token]] [[Primary Token|Template:Dictionary/items/primary token]] Possible Results
Item icon Scrap Metal.png + Token demo large.png + Token primary large.png =
Item icon Sticky Jumper.png Item icon Scottish Resistance.png Item icon Chargin' Targe.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.

Previous Changes

October 28, 2010 Patch

  • A bug that allowed stickies launched by the Sticky Jumper to cause damage is fixed.

Bugs

  • These grenades 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

  • Equipping the Sticky Jumper grants the player immunity to the blast damage from exploding pumpkins in Harvest and Mann Manor.
  • Equipping the Sticky Jumper also grants immunity to the player's own grenades as well as sticky grenades.
  • Equipping both the Sticky Jumper and the Eyelander or Horseless Headless Horseman's Headtaker will lower the Demoman's health to 75, far lower than that of even a Scout wielding the Sandman.
  • Despite not doing any self-damage, the Demoman still yells out in pain and the red hit indicator still shows up on the screen.
  • The Sticky Jumper, like the Sticky Launcher, have its model changed to the Scottish Resistance's when the player dies.

Gallery

See also

References