Difference between revisions of "Sticky Jumper"
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* The Sticky Jumper's projectiles can detonate explosive [[environmental hazards]] if shot directly into them. | * The Sticky Jumper's projectiles can detonate explosive [[environmental hazards]] if shot directly into them. | ||
* The Demoman will not be allowed to pick up fallen body parts or beer bottles in [[Player Destruction]]. | * The Demoman will not be allowed to pick up fallen body parts or beer bottles in [[Player Destruction]]. | ||
− | * Since the Sticky Jumper has no | + | * Since the Sticky Jumper is not suppose to fire critical stickybombs, it has no critical firing sound, and instead uses the regular firing sound. |
==Trivia== | ==Trivia== |
Revision as of 11:10, 22 February 2019
“ | Aye, that's the way ye do it! Hehah!
Click to listen
— The Demoman on sticky jumping training techniques
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” |
The Sticky Jumper is a secondary weapon for the Demoman. Similar in shape to the Stickybomb Launcher and color to the Rocket Jumper, it features an orange-and-white-painted drum magazine with a triangular sign and a flared muzzle. The weapon fires rounded Stickybombs.
As a training item, the Sticky Jumper fires completely harmless stickybombs, which deal the same knockback to the player as a normal Sticky bomb (But dealing no knockback at all to enemies), allowing players to freely practice sticky jumping techniques. While the weapon only allows for two sticky-bombs to be deployed at once, the ammo count for the weapon is tripled, giving the user forty-eight extra stickybombs to use. The user is still vulnerable to self-damage from other explosive weaponry as well as fall damage. Players equipped with this weapon are unable to carry the intelligence in Capture the Flag mode, the Australium briefcase in Special Delivery mode, or the Jack in the Pass Time game mode.
Contents
Function times
Function times (in seconds) | ||
---|---|---|
Attack interval | 0.6 s | |
Reload (first) | 1.09 s | |
Reload (consecutive) | 0.67 s | |
Activation time | 0.92 s | |
Maximum charge time | 4 s | |
Values are approximate and determined by community testing. |
Demonstration
Crafting
Blueprint
Ullapool Caber | Reclaimed Metal | Sticky Jumper | ||
x3 | + | = |
Class Token - Demoman | Slot Token - Secondary | Scrap Metal | Possible Results | |||||||||||||||||||
+ | + | = |
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As a crafting ingredient
Reclaimed Metal | Buff Banner | Sticky Jumper | B.A.S.E. Jumper | |||
+ | + | = |
Related achievements
Pyro
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Demoman
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Heavy
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Sniper
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Update history
- The Sticky Jumper was added to the game.
- Fixed the Sticky Jumper doing damage to enemies.
- [Undocumented] Equipping the Sticky Jumper no longer multiplies the Grenade Launcher's carried ammo instead of the Sticky Jumper's ammo.
- The Sticky Jumper can now be gift wrapped.
- The Sticky Jumper now has no max health penalty, and has damage vulnerabilities instead.
- Fixed melee attacks not destroying remote detonation pipes (Stickybombs).
- Fixed the Sticky Jumper and the Stickybomb Launcher using the wrong skins.
- [Undocumented] The Sticky Jumper no longer prevents self-damage from explosions made with the Ullapool Caber, Grenade Launcher, Pumpkin Bomb or Loch-n-Load.
- [Undocumented] The damage penalty attribute was changed from "-100% damage done" to "-100% damage penalty".
- The Sticky Jumper now uses a unique texture and projectile.
- The Sticky Jumper no longer causes the wielder to take increased damage from other sources.
- [Undocumented] Removed the ability to randomly score a critical hit on the Sticky Jumper.
- [Undocumented] Fixed a bug allowing a Demoman to damage himself with Sticky Jumper's detonation while holding any other weapon.
- [Undocumented] Added a new sound when Sticky Jumper projectiles touch the ground.
- [Undocumented] Shortened the range of stickybombs fired from the Sticky Jumper.
- Updated the physics for the Sticky Jumper projectiles so they behave like regular sticky bombs.
October 13, 2011 Patch (Manniversary Update & Sale)
- Fixed Demoman weapons primary/secondary being backwards in the loadout screen.
- Fixed effects on Sticky Jumper grenades.
- Fixed Sticky Jumper stickybombs changing team when air-blasted.
- Players with the Sticky Jumper equipped cannot carry the intelligence.
June 27, 2012 Patch (Pyromania Update)
- Added 'flying' sound to blast jumps.
- [Undocumented] Added the Sticky Jumper to the item drop system.
- Added a crafting recipe for the Sticky Jumper.
- Updated The Sticky Jumper to only allow 2 active stickybombs at a time.
- [Undocumented] Added Collector's quality.
July 2, 2015 Patch #1 (Gun Mettle Update)
- [Undocumented] Updated model to c_model system.
- Fixed being able to carry the flag with the Sticky Jumper.
- [Undocumented] Updated all Stickybomb Launcher's reload sounds.
July 7, 2016 Patch (Meet Your Match Update)
- Updated model/materials and sound.
- Updated the tooltips for the Sticky Jumper to include the PASS Time JACK in the list of items that can't be picked up while equipped.
- Removed the damage effects and pain sounds when using the Sticky Jumper.
Bugs
- The Demoman achievement Second Eye can sometimes be earned with this weapon.
- The Sticky Jumper's projectiles can detonate explosive environmental hazards if shot directly into them.
- The Demoman will not be allowed to pick up fallen body parts or beer bottles in Player Destruction.
- Since the Sticky Jumper is not suppose to fire critical stickybombs, it has no critical firing sound, and instead uses the regular firing sound.
Trivia
- The RED projectile model was originally added in the WAR! Update for the Scottish Resistance but was unused in favor of the Scottish Resistance's final projectile design.
- The sign on the Sticky Jumper and Rocket Jumper is based off the slow moving vehicle warning sign in America and Canada.
- When a glitched Killstreak Kit is added to the Sticky Jumper, the killstreak sheen will still appear, unlike most items without a Killstreak Kit.
Gallery
See also
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