Difference between revisions of "Juggling"

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The [[Pyro]] can juggle opponents by knocking them into the air with the [[Flamethrower]]'s [[compression blast]] ability, or by reflecting the explosives of another class into that opponent.
 
The [[Pyro]] can juggle opponents by knocking them into the air with the [[Flamethrower]]'s [[compression blast]] ability, or by reflecting the explosives of another class into that opponent.
  
Although harder to do, the [[Scout]] is actually able to juggle enemies, through use of his [[Force-A-Nature]]. To juggle with the Force-A-Nature, you must [http://www.youtube.com/watch?v=Ibyhz4w_-L8&feature=related hit your target in the feet] while they aren't touching the ground. This can be hard, since the Shotgun isn't very accurate, but can allow you to either get the better of your enemies or even send them far away. Juggling is much easier against [[Rocket Jumping]] Soldiers, since they can stay in the air much longer than normal targets.
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Although harder to do, the [[Scout]] is actually able to juggle enemies, through use of his [[Force-A-Nature]]. To juggle with the Force-A-Nature, you must [http://www.youtube.com/watch?v=Ibyhz4w_-L8&feature=related hit your target in the feet] while they aren't touching the ground. This can be hard, since the Force-A-Nature isn't very accurate, but can allow you to either get the better of your enemies or even send them far away. Juggling is much easier against [[Rocket Jumping]] Soldiers, since they can stay in the air much longer than normal targets.
  
 
Juggling can be used to separate an [[ÜberCharge]]d [[Medic]] from his target by knocking them out of range, so as to cut off the ÜberCharge prematurely. With a well-directed shot, enemies can be lifted into the air in such a way that they take additional [[fall damage]] upon landing or even send them flying into an environmental hazard.
 
Juggling can be used to separate an [[ÜberCharge]]d [[Medic]] from his target by knocking them out of range, so as to cut off the ÜberCharge prematurely. With a well-directed shot, enemies can be lifted into the air in such a way that they take additional [[fall damage]] upon landing or even send them flying into an environmental hazard.

Revision as of 23:15, 12 November 2010

You cannot run from me, my gun is faster!
The Soldier

Juggling refers to the strategy of using weapons to keep an enemy momentarily suspended in the air, leaving them vulnerable and disorientated. More agile or powerful enemies may require several of these mid-air suspensions to take out, hence the term juggling.

Juggling can be performed as a Soldier, using the Rocket Launcher's splash damage to lift an opponent into the air (also called the 'bounce effect'). In effect, this does away with the opponent's ability to dodge and allows the Soldier to subsequently predict where they will land. The Soldier has the opportunity to fire at this spot, or even to shoot the opponent out of the air. A well-placed rocket can send a foe straight up into the air, which can be devastating against oncoming Pyros.

The Demoman can juggle using the Grenade Launcher, by hitting a direct hit on the enemy's legs. It is also possible to juggle using sticky bombs, though it is more difficult to execute.

The Pyro can juggle opponents by knocking them into the air with the Flamethrower's compression blast ability, or by reflecting the explosives of another class into that opponent.

Although harder to do, the Scout is actually able to juggle enemies, through use of his Force-A-Nature. To juggle with the Force-A-Nature, you must hit your target in the feet while they aren't touching the ground. This can be hard, since the Force-A-Nature isn't very accurate, but can allow you to either get the better of your enemies or even send them far away. Juggling is much easier against Rocket Jumping Soldiers, since they can stay in the air much longer than normal targets.

Juggling can be used to separate an ÜberCharged Medic from his target by knocking them out of range, so as to cut off the ÜberCharge prematurely. With a well-directed shot, enemies can be lifted into the air in such a way that they take additional fall damage upon landing or even send them flying into an environmental hazard.

Juggling is significantly easier and more effective with the Direct Hit, although arguably requiring more skill. Due to a more concentrated splash area, as well as faster rockets, a well placed direct hit will send an opponent farther/higher than the regular rocket launcher; however, it requires a more precise hit below the enemy for the same reason. It also Mini-Crits an enemy sent airborne via an explosion.