Difference between revisions of "Sticky Jumper"

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(after a few weeks and monitoring data)
(That's not part of the weapon description. Revert this if I'm missing something.)
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   | att-1-positive  = +200% max secondary ammo on wearer
 
   | att-1-positive  = +200% max secondary ammo on wearer
 
   | att-2-positive  = No self inflicted blast damage taken
 
   | att-2-positive  = No self inflicted blast damage taken
  | att-3-positive  = override projectile type
 
 
   | att-4-negative  = -100% damage penalty
 
   | att-4-negative  = -100% damage penalty
 
   | att-5-negative  = No random critical hits
 
   | att-5-negative  = No random critical hits

Revision as of 16:00, 22 April 2012

Aye, that's the way ye do it! Hehah!
The Demoman on sticky jumping training techniques

The Sticky Jumper is a secondary weapon for the Demoman. Similar in appearance to the Stickybomb Launcher, it features a painted orange muzzle plus an orange and white striped pattern on the magazine, and lacks a front iron sight. The weapon fires rounded Stickybombs.

The Sticky Jumper is mainly intended for training purposes and comes with a tripled ammunition count. It fires Stickybombs that deal no damage (unless reflected by a Pyro's Compression Blast), but will still inflict knock back on the user, allowing for the free practice of Sticky jumping techniques. The user is still vulnerable to self-damage from other explosive weaponry as well as fall damage.

Function times

Identical to: Sticky Launcher
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

See also: Crafting

Blueprint

Class Token - Demoman Slot Token - Secondary Scrap Metal Possible Results
Item icon Class Token - Demoman.png + Item icon Slot Token - Secondary.png + Item icon Scrap Metal.png =
Item icon Scottish Resistance.png Item icon Chargin' Targe.png Item icon Sticky Jumper.png Item icon Splendid Screen.png
Item icon Tide Turner.png Item icon Quickiebomb Launcher.png Item icon B.A.S.E. Jumper.png

Related achievements

Leaderboard class pyro.png Pyro

Hot Potato
Hot Potato
Reflect 100 projectiles with your compressed air blast.

Leaderboard class demoman.png Demoman

Highland Fling
Highland Fling
Sticky jump a really long way...


The High Road
The High Road
Sticky jump onto a cap point and capture it.
The Scottish Play
The Scottish Play
Get a melee kill while sticky jumping.

Leaderboard class heavy.png Heavy

0wn the Means of Production
0wn the Means of Production
Remove 20 stickybombs by killing the Demomen who produced them.

Leaderboard class sniper.png Sniper

Jumper Stumper
Jumper Stumper
Kill a rocket or grenade-jumping enemy in midair with your Sniper Rifle or the Huntsman.

Update history

October 27, 2010 Patch (Scream Fortress)
  • The Sticky Jumper was added to the game.

October 28, 2010 Patch

  • 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.

November 19, 2010 Patch

December 22, 2010 Patch

  • The Sticky Jumper now has no max health penalty, and has damage vulnerabilities instead.

February 14, 2011 Patch

  • Fixed melee attacks not destroying remote detonation pipes (Stickybombs).

April 20, 2011 Patch

  • Fixed this item and the Stickybomb Launcher using the wrong skins.

July 1, 2011 Patch

July 22, 2011 Patch

  • [Undocumented] The damage penalty attribute was changed from "-100% damage done" to "-100% damage penalty".

September 15, 2011 Patch

  • 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 bug, allowing Demoman to explode himself with Sticky Jumper's detonation, while holding any other weapon.
  • [Undocumented] Added an additional audio feedback when Sticky Jumper projectiles touch the ground.
  • [Undocumented] Shortened the range of stickybombs fired from the Sticky Jumper.

September 20, 2011 Patch

  • 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.

Bugs

  • Projectiles cannot be moved or destroyed except by the player who laid the Stickybombs, or using the Short Circuit.
  • There have been instances where a player has acquired the Scottish Resistance taunt achievement Second Eye with this item.
  • Projectiles fired by the Sticky Jumper change team colors upon being reflected by a Pyro, but can still detonated by the Demoman. These reflected projectiles can damage the Pyro who reflected them; any resulting deaths will count as a suicide with the Stickybomb Launcher as a kill icon.
  • On rare occasions if someone sticky jumps on top of a moving enemy player and then walks parallel to the player, the Demoman's foot steps will make the same noise as if on the surface he was standing on before the jump.
  • If a Sticky Jumper projectile is to be airblasted, and the Pyro gets killed afterwards, the Sticky Jumper projectile disappears with it.

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.

Gallery

See also