Difference between revisions of "Sticky Jumper"
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==Bugs== | ==Bugs== | ||
*[[Pumpkin bombs]] set off by the wielder do no self damage. | *[[Pumpkin bombs]] set off by the wielder do no self damage. | ||
− | * Occasionaly the world model for the Sticky Jumper may use the [[Scottish Resistance]] skin on BLU team | + | * Occasionaly the world model for the Sticky Jumper may use the [[Scottish Resistance]] skin on BLU team. |
*Due to how bullet vulnerability is calculated, certain non-bullet weapons deal 100% more damage to a Sticky Jumper wielder. This includes the [[Syringe Gun]], all [[Melee]] weapons, the [[Chargin' Targe|Targe Bash]], and most [[Taunts#Special Taunts|Taunt attacks]]. | *Due to how bullet vulnerability is calculated, certain non-bullet weapons deal 100% more damage to a Sticky Jumper wielder. This includes the [[Syringe Gun]], all [[Melee]] weapons, the [[Chargin' Targe|Targe Bash]], and most [[Taunts#Special Taunts|Taunt attacks]]. | ||
Revision as of 23:53, 2 January 2011
“ | Aye, that's the way ye do it! Hehah!
Click to listen
— The Demoman on Sticky Jumping training techniques.
|
” |
The Sticky Jumper is a training secondary weapon for the Demoman class which was released with the Scream Fortress Update. Its appearance is identical to the Stickybomb Launcher.
As a training item, the Sticky Jumper fires completely harmless sticky bombs allowing players to freely practice sticky jumping techniques. The ammo count is also tripled, giving the user forty eight extra sticky bombs, though the Demoman's damage vulnerabilities are increased.
Also, the user takes no damage from grenades shot from their own Grenade Launcher or Loch-n-Load nor the explosion from the Ullapool Caber.
Damage
- Effect: The Sticky Jumper renders the user incapable of harming themselves 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.
Blueprint
Scrap Metal | [[Demoman Token|Template:Dictionary/items/demoman token]] | [[Primary Token|Template:Dictionary/items/primary token]] | Possible Results | |||||||||||||||||||
+ | + | = |
|
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.
- Before the patch, equipping the Sticky Jumper multiplied the Grenade Launcher's carried ammo instead of the Sticky Launcher's ammo.
- The Stickybomb Jumper can now be gift wrapped.
- The Sticky Jumper now has no max health penalty, and has damage vulnerabilities instead.
Bugs
- Pumpkin bombs set off by the wielder do no self damage.
- Occasionaly the world model for the Sticky Jumper may use the Scottish Resistance skin on BLU team.
- Due to how bullet vulnerability is calculated, certain non-bullet weapons deal 100% more damage to a Sticky Jumper wielder. This includes the Syringe Gun, all Melee weapons, the Targe Bash, and most Taunt attacks.
Gallery
See also