Difference between revisions of "Slowdown"
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− | '''Slowdown''' or '''Slow''' is a gameplay mechanic that decreases the speed of a player for a set time. This can be either given as a detriment for using an item, or as a method of attack delivered by a weapon. | + | '''Slowdown''' or '''Slow''' is a gameplay mechanic that decreases the [[speed]] of a player for a set time. This can be either given as a detriment for using an item, or as a method of attack delivered by a weapon. |
Revision as of 23:14, 14 October 2010
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Slowdown or Slow is a gameplay mechanic that decreases the speed of a player for a set time. This can be either given as a detriment for using an item, or as a method of attack delivered by a weapon.
Contents
Falloff
The Slowdown effect currently has no falloff point, meaning it will slowdown affected players at any distance. The effects of bullet spread, however, means that it is more difficult to slowdown players further away.
Weapon Effect
Even though the two weapons use the same mechanic, they are implemented in two different ways. The difference is that the Shortstop's effect has a changed time period, as well as the scaling of speed.
Natascha
On Hit: 100% chance to slow target
This effect means that on every hit, there is a chance to slow the target to approximately 113 Hammer Units per second. In this case, the chance is 100%. Also, there is no scaling of speed on the Natascha; essentially all affected people are slowed to one value.
Shortstop
Slow target movement by 40% for 0.5s
This effect means that it is guaranteed for the target to be slowed, and to 40% of their max speed (60%) for 0.5 seconds. Unlike the Natascha, this speed effect is scaled by their max speed.
Weapon Penalty
Scotsman's Skullcutter
-15% movement speed on wearer
Currently, the Demoman's 'Scotsman's Skullcutter' is the only weapon to have Slowdown as a weapon penalty. When added to the loadout, the Demoman's movement speed is lowered from 280 units per second (93% of normal speed) to 238 units per second (78% of normal speed), rendering him only marginally faster than a Heavy. This effect is constant, so long as the Skullcutter remains in the Demoman's loadout.