Difference between revisions of "Sticky Jumper"

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(Trivia)
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{{Quotation|'''The Demoman''' on Sticky Jumping training techniques.|It's a fine thing, lads, heheh.|sound=Demoman_cheers08.wav}}
 
{{Quotation|'''The Demoman''' on Sticky Jumping training techniques.|It's a fine thing, lads, heheh.|sound=Demoman_cheers08.wav}}
  
The '''Sticky Jumper''' is a training [[secondary]] weapon for the [[Demoman]] Class which was released with the 2010 Team Fortress 2 Halloween event [[October 27, 2010 Patch|Scream Fortress]]. Its appearance is identical to the [[Sticky Launcher]].
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The '''Sticky Jumper''' is a training [[secondary]] weapon for the [[Demoman]] class. Its appearance is identical to the [[Sticky Launcher]].
  
As the second training item, the Sticky Jumper fires completely harmless stickies allowing players to freely practice sticky jumping, similar to how the [[Rocket Jumper]] allows you to practice [[rocket jump]]ing techniques. The ammo count is also tripled, giving the user twenty four extra sticky mines. All of this comes with a loss of 75 max health.
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As a training item, this weapon fires stickies that do no damage to the player or enemies but still inflict [[knockback]]. This allows players to freely practice sticky jumping. The ammo count is also tripled, giving the user twenty four extra sticky mines. On the other hand, the weapon removes half of the class's total health (75 max health).
  
  
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'''''Note:''' The blueprint simply makes the Demoman's primary weapon, there is still a chance of getting the [[Scottish Resistance]] or [[Chargin' Targe]] instead. There will be a 33% chance of crafting this item.''
 
'''''Note:''' The blueprint simply makes the Demoman's primary weapon, there is still a chance of getting the [[Scottish Resistance]] or [[Chargin' Targe]] instead. There will be a 33% chance of crafting this item.''
  
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==Previous Changes==
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[[October 28, 2010 Patch]]
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* A bug that allowed stickies launched by the Sticky Jumper to cause damage is fixed.
  
 
==Bugs==
 
==Bugs==
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== Trivia ==
 
== Trivia ==
* This is the second training weapon. The first was the [[Soldier]]'s [[Rocket Jumper]].
 
 
* Equipping the Sticky Jumper grants the player immunity to the blast damage from exploding pumpkins in [[Harvest]] and [[Mann Manor]].
 
* Equipping the Sticky Jumper grants the player immunity to the blast damage from exploding pumpkins in [[Harvest]] and [[Mann Manor]].
 
* Equipping both the Sticky Jumper and the Eyelander(or the Unusual Horseless Headless Horseman's Axe) will lower the Demoman's health to 75, far lower than that of even a Scout wielding the Sandman.
 
* Equipping both the Sticky Jumper and the Eyelander(or the Unusual Horseless Headless Horseman's Axe) will lower the Demoman's health to 75, far lower than that of even a Scout wielding the Sandman.
 
* Despite not doing any self-damage, the Demoman still yells out in pain and the red hit indicator still shows up on the screen.
 
* Despite not doing any self-damage, the Demoman still yells out in pain and the red hit indicator still shows up on the screen.
*Originally, the stickies launched by the Sticky Jumper still caused damage to enemy players, despite its -100% damage.
 
 
*The Sticky Jumper uses the same Taunt as the [[Scottish Resistance]]. It's model is also changed to the Scottish Resistance's during the taunt and the same model is dropped on death.
 
*The Sticky Jumper uses the same Taunt as the [[Scottish Resistance]]. It's model is also changed to the Scottish Resistance's during the taunt and the same model is dropped on death.
  

Revision as of 07:53, 29 October 2010

Template:Targeted Template:Weapon infobox

It's a fine thing, lads, heheh.
The Demoman on Sticky Jumping training techniques.

The Sticky Jumper is a training secondary weapon for the Demoman class. Its appearance is identical to the Sticky Launcher.

As a training item, this weapon fires stickies that do no damage to the player or enemies but still inflict knockback. This allows players to freely practice sticky jumping. The ammo count is also tripled, giving the user twenty four extra sticky mines. On the other hand, the weapon removes half of the class's total health (75 max health).


Blueprint

Scrap Metal [[Demoman Token|Template:Dictionary/items/demoman token]] [[Primary Token|Template:Dictionary/items/primary token]] Sticky Jumper
Item icon Scrap Metal.png + Token demo large.png + Token primary large.png = Item icon Sticky Jumper.png

Note: The blueprint simply makes the Demoman's primary weapon, there is still a chance of getting the Scottish Resistance or Chargin' Targe instead. There will be a 33% chance of crafting this item.


Previous Changes

October 28, 2010 Patch

  • A bug that allowed stickies launched by the Sticky Jumper to cause damage is fixed.

Bugs

  • The ammo count is doubled on the pipe launcher, not the sticky launcher.
  • Pipes cause no self damage when the Sticky Jumper is equipped.
    • This could either be an unintended consequence of trying to prevent self damage when grenade jumping, or simply a mistake in how self explosive damage is calculated.

Trivia

  • Equipping the Sticky Jumper grants the player immunity to the blast damage from exploding pumpkins in Harvest and Mann Manor.
  • Equipping both the Sticky Jumper and the Eyelander(or the Unusual Horseless Headless Horseman's Axe) will lower the Demoman's health to 75, far lower than that of even a Scout wielding the Sandman.
  • Despite not doing any self-damage, the Demoman still yells out in pain and the red hit indicator still shows up on the screen.
  • The Sticky Jumper uses the same Taunt as the Scottish Resistance. It's model is also changed to the Scottish Resistance's during the taunt and the same model is dropped on death.

Gallery

See also

References