Difference between revisions of "Aerial"
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{{Quotation|'''The Soldier''' on sending foes to their midair death|Screamin' Eagles!|sound=Soldier_specialcompleted04.wav}} | {{Quotation|'''The Soldier''' on sending foes to their midair death|Screamin' Eagles!|sound=Soldier_specialcompleted04.wav}} | ||
− | An '''aerial''', '''air shot''', or '''middie''' is an area-denial tactic that can be used by a [[Soldier]], [[Sniper]], [[Demoman]], [[Pyro]], or even an [[Engineer]] to prevent enemies from gaining a height advantage. The maneuver incorporates shooting an enemy player while they are above the ground, denying them any vertical advancement and sometimes leading to a kill. Successful use of | + | An '''aerial''', '''air shot''', or '''middie''' is an area-denial tactic that can be used by a [[Soldier]], [[Sniper]], [[Demoman]], [[Pyro]], or even an [[Engineer]] to prevent enemies from gaining a height advantage. The maneuver incorporates shooting an enemy player while they are above the ground, denying them any vertical advancement and sometimes leading to a kill. Successful use of aerials requires prediction of flight paths, so the ability to consistently perform aerials is viewed as an indicator of proficiency with a particular class. |
== Soldier Aerials == | == Soldier Aerials == | ||
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When a Soldier finds himself without his team or a nearby Medic, keeping control of the high ground is always useful, if not completely necessary for survival. Keeping control makes it easier for you to deliver hits against your enemies from below, while simultaneously giving you the cover you need to avoid counterattacks. | When a Soldier finds himself without his team or a nearby Medic, keeping control of the high ground is always useful, if not completely necessary for survival. Keeping control makes it easier for you to deliver hits against your enemies from below, while simultaneously giving you the cover you need to avoid counterattacks. | ||
− | In order for a successful aerial to occur, a Soldier will | + | In order for a successful aerial to occur, a Soldier will need to be aware of his surroundings. Smarter players will try to avoid the attention of a Soldier on high ground, and hit him from behind by surprise. Even if the Soldier has the height advantage, he should always pay careful attention to his immediate surroundings. |
− | The [[Direct Hit]], one of the [[primary]] unlockable [[weapons]] for the Soldier, makes aerials significantly more effective. The Direct Hit also allows Soldiers to perform [[Mini-Crits]] on an airborne target that has been propelled by a previous Direct Hit rocket. | + | The [[Direct Hit]], one of the [[primary]] unlockable [[weapons]] for the Soldier, makes aerials significantly more effective. The Direct Hit also allows Soldiers to perform [[Mini-Crits]] on an airborne target that has been propelled by a previous Direct Hit rocket. This bonus, combined with the higher projectile speed, encourages the use of aerials. |
− | Another method for protecting | + | Another method for protecting a height advantage implements the knockback effect of the [[Shotgun]]. Explosive jumps can be stopped with Shotgun blasts, preventing enemies from reaching the higher ground. This is useful for conserving [[Rocket Launcher]] ammo, or interrupting enemy [[Strafing#Air Strafing|air strafing]]. |
== Pyro Aerials == | == Pyro Aerials == | ||
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{{youtube tn|amiz54NlwxA|Demonstrating a deflected rocket aerial}} | {{youtube tn|amiz54NlwxA|Demonstrating a deflected rocket aerial}} | ||
− | The Pyro | + | The Pyro is able to perform aerials with two separate methods. These methods require the use of the [[Flamethrower]]'s [[Compression Blast]] and the [[Flare Gun]]. Performing an aerial with the [[Compression Blast]] is difficult, as it is usually situational. When a Compression Blast Aerial occurs, the enemy shoots at the Pyro from the air. The Pyro then reflects the rocket or grenade, redirecting the projectile to intercept the enemy's flight path. It is also possible for the Pyro to reflect one projectile at an enemy on the ground, launch him into the air and reflect a second projectile into the airborne opponent. |
− | and | ||
− | Flare Gun Aerials are significantly less difficult, and offer unique benefits. | + | Flare Gun Aerials are significantly less difficult, and offer unique benefits. Since enemies will be on fire upon landing, players equipped with the [[Axtinguisher]] can follow up the Flare Gun aerial with a guaranteed critical attack. If the enemy knows how to change direction using [[Strafing#Air Strafing|air strafing]], and there is [[water]] or a [[health kit]] nearby, he will probably attempt to land on it. If there isn't any water or nearby health kits, the enemy will likely abort his flight path and retreat. The enemy is likely to have taken significant damage from the combined impact of rocket jumping, fall damage, and burning. The Flare Gun's range is useful for assuring you pick him off before he is able to retreat to a Medic. |
== Demoman Aerials == | == Demoman Aerials == |
Revision as of 17:59, 24 May 2011
“Oh dear, I've made quite a mess.” This page has been marked for general cleanup. Reason given: none given Please see Team Fortress Wiki style guide for information on how to improve this article. |
“ | Screamin' Eagles!
Click to listen
— The Soldier on sending foes to their midair death
|
” |
An aerial, air shot, or middie is an area-denial tactic that can be used by a Soldier, Sniper, Demoman, Pyro, or even an Engineer to prevent enemies from gaining a height advantage. The maneuver incorporates shooting an enemy player while they are above the ground, denying them any vertical advancement and sometimes leading to a kill. Successful use of aerials requires prediction of flight paths, so the ability to consistently perform aerials is viewed as an indicator of proficiency with a particular class.
Contents
Soldier Aerials
When a Soldier finds himself without his team or a nearby Medic, keeping control of the high ground is always useful, if not completely necessary for survival. Keeping control makes it easier for you to deliver hits against your enemies from below, while simultaneously giving you the cover you need to avoid counterattacks.
In order for a successful aerial to occur, a Soldier will need to be aware of his surroundings. Smarter players will try to avoid the attention of a Soldier on high ground, and hit him from behind by surprise. Even if the Soldier has the height advantage, he should always pay careful attention to his immediate surroundings.
The Direct Hit, one of the primary unlockable weapons for the Soldier, makes aerials significantly more effective. The Direct Hit also allows Soldiers to perform Mini-Crits on an airborne target that has been propelled by a previous Direct Hit rocket. This bonus, combined with the higher projectile speed, encourages the use of aerials.
Another method for protecting a height advantage implements the knockback effect of the Shotgun. Explosive jumps can be stopped with Shotgun blasts, preventing enemies from reaching the higher ground. This is useful for conserving Rocket Launcher ammo, or interrupting enemy air strafing.
Pyro Aerials
The Pyro is able to perform aerials with two separate methods. These methods require the use of the Flamethrower's Compression Blast and the Flare Gun. Performing an aerial with the Compression Blast is difficult, as it is usually situational. When a Compression Blast Aerial occurs, the enemy shoots at the Pyro from the air. The Pyro then reflects the rocket or grenade, redirecting the projectile to intercept the enemy's flight path. It is also possible for the Pyro to reflect one projectile at an enemy on the ground, launch him into the air and reflect a second projectile into the airborne opponent.
Flare Gun Aerials are significantly less difficult, and offer unique benefits. Since enemies will be on fire upon landing, players equipped with the Axtinguisher can follow up the Flare Gun aerial with a guaranteed critical attack. If the enemy knows how to change direction using air strafing, and there is water or a health kit nearby, he will probably attempt to land on it. If there isn't any water or nearby health kits, the enemy will likely abort his flight path and retreat. The enemy is likely to have taken significant damage from the combined impact of rocket jumping, fall damage, and burning. The Flare Gun's range is useful for assuring you pick him off before he is able to retreat to a Medic.
Demoman Aerials
Aerials for Demomen serve virtually the same function and occur in the same situations as the Soldier's. However, as stated before, this is much more difficult. While the Soldier generally only has to aim ahead of the opponent's flight path, compensating for which direction of his screen the rocket comes from, Demomen will have to shoot at a high angle. Demomen who are already competent with the firing angle of the Grenade Launcher will have to learn to translate this into hitting an aerial target who is moving at high speed, but this is easier said than done.
Primary targets of Demo Aerials will be Soldiers, who often try to use rocket jumps to close the distance between them and an enemy Demoman. Scouts are also likely enemies, since they will jump frequently to dodge grenades. In these cases, wait until the Scout has used his double jump before firing.
It is also possible to perform an Aerial with Sticky Bombs, a method that can sometimes be easier due to the fact that the Sticky does not have to actually make contact with the enemy to score a kill. However, the delayed detonation time of Sticky Bombs can often make it impossible to blow the Sticky in range of a fast-approaching Soldier, who may already be within the detonation gap.
Engineer Aerials
With a Wrangler in hand, the Engineer is capable of utilizing all the wonderful, executive perks that come with shooting rockets at yourself and others at will. While the Sentry Gun was always an invaluable counter to airborne targets, it really only helped against those within the somewhat limited range of the Sentry Gun. In general, the rules are similar to those of using the Rocket Launcher to stop mid-air marauders. Watch their trajectory and wait for them to begin their descent. Strike where they're going to land. As with any more advanced maneuver such as performing an aerial, practice is key!
The Wrangler offers a benefit that the Rocket Launcher and Grenade Launcher lack: a laser sight. With the Wranglers' laser, you can always tell where your rocket will fire before you fire it off. Though similarly to the laser dot on the Sniper Rifle, the enemy can see your laser as well.
Sniper Aerials
Aerials as a Sniper are somewhat less difficult, or more difficult, depending on which weapon is used. A Sniper using the Rifle can usually pick off an airborne enemy with a charged bodyshot or a well-placed Headshot, since he will probably be damaged already. Snipers will need to keep an eye out for jumpers when not scoped. Some of them will try to sneak up and melee the Sniper if he hasn't noticed their approach. Said Sniper should react to this in virtually the same way he would try to avoid Spies backstabbing him. Preferably, headshot the incoming flier when he reaches the peak of his jump.
A Sniper using the Huntsman has both added advantages (bigger hitboxes, faster charge, and wider field of view) and irritating drawbacks (slightly unpredictable projectiles and slow reload as well as less damage than the rifle). The Huntsman's arrow is something of a middle ground between a rocket and a grenade. It follows a shallow flight path, but it doesn't fly a straight line like a rocket. It also flies much faster than grenades and rockets. Also, the arc and the speed of the arrow change depending on the charge. Charged bodyshots will sometimes be enough to kill Demomen, but rarely Soldiers. At most, they will force them to retreat.
How to Counter Aerials
As with any tactic you find to your advantage, you must also know of ways to counter it if it is used against you. The simplest, and usually the only way to avoid aerials is by Air Strafing. If you see an aerial rocket or grenade heading for you, use the strafe to curve your jump and dodge it. This is not fool-proof, as more experienced aerial users will be able to predict your strafe pattern and try a second Aerial.
Pyros have a slight advantage over other classes in terms of aerial defense. In addition to air strafing, a Pyro can utilize their Compression blast to redirect oncoming projectiles. This added line of defense can allow the airborne Pyro to turn the attack back on the enemy or shoot at the ground to propel away from danger.
Related Achievements
Soldier
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Demoman
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