Difference between revisions of "Sticky Jumper"
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*[[Pumpkin bombs]] set off by the wielder also do no self damage. | *[[Pumpkin bombs]] set off by the wielder also do no self damage. | ||
* Currently, there is a bug with the Sticky Jumper that causes the Demoman to lose 75 HP (not from his maximum HP) upon respawning at the beginning of a new round, if he had the Sticky Jumper equipped during the end of the previous round. This means a Demoman could spawn with just 25 HP instead of 100 HP. A similar bug may exist for the Rocket Jumper. | * Currently, there is a bug with the Sticky Jumper that causes the Demoman to lose 75 HP (not from his maximum HP) upon respawning at the beginning of a new round, if he had the Sticky Jumper equipped during the end of the previous round. This means a Demoman could spawn with just 25 HP instead of 100 HP. A similar bug may exist for the Rocket Jumper. | ||
+ | *The Sticky Jumper, like the Stickybomb Launcher, has its model changed to the Scottish Resistance's when the player dies while on BLU team. | ||
== Trivia == | == Trivia == |
Revision as of 02:11, 8 November 2010
Template:Targeted Template:Weapon infobox
“ | It's a fine thing, lads, heheh.
Click to listen
— The Demoman on Sticky Jumping training techniques.
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” |
The Sticky Jumper is a training weapon for the Demoman class, replacing and appearing identical to the Stickybomb Launcher.
As a training item, this weapon fires stickies that do no damage to the player or enemies but still inflict knockback on the player. This allows players to freely practice sticky jumping. The ammo count is also tripled, giving the user forty eight extra sticky mines, though the Demoman's health is reduced by 75 points.
Contents
Damage
- Effect: The Sticky Jumper renders the user incapable of harming themself with explosive damage, while incapable of doing damage.
Function Times
- Attack Interval: 0.6
- Reload Base: 1.09
- Additional Reload: 0.67
- Sticky Bomb Initialization: 0.92
- Time to Fully Charge: 4.00
Reload base is the time it takes to reload the first ammo. Additional reload is the time it takes to reload each ammo after the first. Sticky bomb initialization is the time from when the sticky bomb leaves your weapon to when you're allowed to detonate it. All times are in seconds. Times are approximate and determined by community testing.
Demonstration
Blueprint
Scrap Metal | [[Demoman Token|Template:Dictionary/items/demoman token]] | [[Primary Token|Template:Dictionary/items/primary token]] | Possible Results | |||||||||||||||||||
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Note: The blueprint for the Sticky Jumper is also used for crafting either the Scottish Resistance or Chargin' Targe, therefore there's a 33% chance of getting any of these three weapons.
Previous Changes
- A bug that allowed stickies launched by the Sticky Jumper to cause damage is fixed.
Bugs
- Grenades cause no self damage when the Sticky Jumper is equipped.
- Pumpkin bombs set off by the wielder also do no self damage.
- Currently, there is a bug with the Sticky Jumper that causes the Demoman to lose 75 HP (not from his maximum HP) upon respawning at the beginning of a new round, if he had the Sticky Jumper equipped during the end of the previous round. This means a Demoman could spawn with just 25 HP instead of 100 HP. A similar bug may exist for the Rocket Jumper.
- The Sticky Jumper, like the Stickybomb Launcher, has its model changed to the Scottish Resistance's when the player dies while on BLU team.
Trivia
- Equipping both the Sticky Jumper and the Eyelander or Horseless Headless Horseman's Headtaker will lower the Demoman's health to 75, the lowest possible max health a character can have.
- 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
- Stickybomb Launcher 1st person cropped.png
1st person view.
See also
References