Difference between revisions of "Sticky Jumper"

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{{Quotation|'''The Demoman''' on sticky jumping training techniques|Aye, that's the way ye do it! Hehah!|sound=Demoman_autocappedintelligence01.wav}}
 
{{Quotation|'''The Demoman''' on sticky jumping training techniques|Aye, that's the way ye do it! Hehah!|sound=Demoman_autocappedintelligence01.wav}}
  
The '''Sticky Jumper''' is a [[Weapons#demomansecondary|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 also play the sound that the [[Rocket Jumper]] plays while sticky jumping.
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The '''Sticky Jumper''' is a [[Weapons#demomansecondary|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.
  
 
As a training item, the Sticky Jumper fires completely harmless stickybombs, which deal the same knockback to the player as a normal Sticky bomb (But dealing no knockback at all to enemies), allowing players to freely practice [[Jumping#Basic sticky jump|sticky jumping]] techniques. While the weapon only allows for two sticky-bombs to be deployed at once, the ammo count for the weapon is tripled, giving the user forty-eight extra stickybombs to use. The user is still vulnerable to self-damage from other explosive weaponry as well as [[fall damage]]. Players equipped with this weapon are unable to carry the [[intelligence]] in [[Capture the Flag]] mode or the [[Australium]] briefcase in [[Special Delivery (game mode)|Special Delivery]] mode.
 
As a training item, the Sticky Jumper fires completely harmless stickybombs, which deal the same knockback to the player as a normal Sticky bomb (But dealing no knockback at all to enemies), allowing players to freely practice [[Jumping#Basic sticky jump|sticky jumping]] techniques. While the weapon only allows for two sticky-bombs to be deployed at once, the ammo count for the weapon is tripled, giving the user forty-eight extra stickybombs to use. The user is still vulnerable to self-damage from other explosive weaponry as well as [[fall damage]]. Players equipped with this weapon are unable to carry the [[intelligence]] in [[Capture the Flag]] mode or the [[Australium]] briefcase in [[Special Delivery (game mode)|Special Delivery]] mode.

Revision as of 05:27, 23 April 2014

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.

As a training item, the Sticky Jumper fires completely harmless stickybombs, which deal the same knockback to the player as a normal Sticky bomb (But dealing no knockback at all to enemies), allowing players to freely practice sticky jumping techniques. While the weapon only allows for two sticky-bombs to be deployed at once, the ammo count for the weapon is tripled, giving the user forty-eight extra stickybombs to use. The user is still vulnerable to self-damage from other explosive weaponry as well as fall damage. Players equipped with this weapon are unable to carry the intelligence in Capture the Flag mode or the Australium briefcase in Special Delivery mode.

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

Ullapool Caber Reclaimed Metal Sticky Jumper
Item icon Ullapool Caber.pngx3 + Item icon Reclaimed Metal.png = Item icon Sticky Jumper.png
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 the Sticky Jumper 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 a bug allowing a Demoman to damage himself with Sticky Jumper's detonation while holding any other weapon.
  • [Undocumented] Added a new sound 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.

April 27, 2012 Patch

  • Fixed Sticky Jumper stickybombs changing team when air-blasted.

May 31, 2012 Patch

  • Players with the Sticky Jumper equipped cannot carry the intelligence.

June 27, 2012 Patch (Pyromania Update)

  • Added 'flying' sound to blast jumps.
  • [Undocumented] Added the Sticky Jumper to the item drop system.

March 4, 2013 Patch

  • Added a crafting recipe for the Sticky Jumper.

September 16, 2013 Patch

  • Updated The Sticky Jumper to only allow 2 active stickybombs at a time.

November 12, 2013 Patch

Bugs

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