Difference between revisions of "Sticky Jumper"
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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 weapon for the [[Demoman]] class | + | The '''Sticky Jumper''' is a training [[secondary]] weapon for the [[Demoman]] class which was released with the [[Mann-Conomy Update]]. Its appearance is identical to the [[Stickybomb Launcher]]. |
− | As a training item, | + | As a training item, the Sticky Jumper fires completely harmless sticky bombs allowing players to freely practice [[sticky jumping]] techniques. The ammo count is also tripled, giving the user forty eight extra sticky bombs, though the Demoman's health is reduced by 75 points. Also, the user takes no damage from grenades shot from their own Grenade Launcher. |
==Damage== | ==Damage== | ||
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'''[[November 19, 2010 Patch]]''' | '''[[November 19, 2010 Patch]]''' | ||
− | *The Stickybomb Jumper can now be gift wrapped | + | *The Stickybomb Jumper can now be gift wrapped. |
==Bugs== | ==Bugs== |
Revision as of 23:39, 16 December 2010
“ | It's a fine thing, lads, heheh.
Click to listen
— The Demoman on Sticky Jumping training techniques.
|
” |
The Sticky Jumper is a training secondary weapon for the Demoman class which was released with the Mann-Conomy Update. Its appearance is identical to the Stickybomb Launcher.
As a training item, the Sticky Jumper fires completely harmless sticky bombs allowing players to freely practice sticky jumping techniques. The ammo count is also tripled, giving the user forty eight extra sticky bombs, though the Demoman's health is reduced by 75 points. Also, the user takes no damage from grenades shot from their own Grenade Launcher.
Contents
Damage
- Effect: The Sticky Jumper renders the user incapable of harming themselves with explosive damage, while incapable of doing damage.
Function Times
- Attack Interval: 0.6
- Reload Base: 1.09
- Additional Reload: 0.67
- Sticky Bomb Initialization: 0.92
- Time to Fully Charge: 4.00
Reload base is the time it takes to reload the first ammo. Additional reload is the time it takes to reload each ammo after the first. Sticky bomb initialization is the time from when the sticky bomb leaves your weapon to when you're allowed to detonate it. All times are in seconds. Times are approximate and determined by community testing.
Blueprint
Scrap Metal | [[Demoman Token|Template:Dictionary/items/demoman token]] | [[Primary Token|Template:Dictionary/items/primary token]] | Possible Results | |||||||||||||||||||
+ | + | = |
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Note: The blueprint for the Sticky Jumper is also used for crafting either the Scottish Resistance or Chargin' Targe, therefore there's a 33% chance of getting any of these three weapons.
Previous Changes
- A bug that allowed stickies launched by the Sticky Jumper to cause damage is fixed.
- Before the patch, equipping the Sticky Jumper multiplied the Grenade Launcher's carried ammo instead of the Sticky Launcher's ammo.
- The Stickybomb Jumper can now be gift wrapped.
Bugs
- Pumpkin bombs set off by the wielder do no self damage.
- Currently, there is a bug with the Sticky Jumper that causes the Demoman to lose 75 HP (not from his maximum HP) upon respawning at the beginning of a new round, if he had the Sticky Jumper equipped during the end of the previous round. This means a Demoman could spawn with just 25 HP instead of 100 HP.
- There is an occasional bug that makes world model for the Sticky Jumper use the Scottish Resistance skin on BLU team.
Trivia
- Using the Sticky Jumper in conjuction with the Eyelander or the Horseless Headless Horsemann's Headtaker will give the Demoman 75 maximum health, the lowest non-bugged max health of any class.
Gallery
- Stickybomb Launcher 1st person cropped.png
1st person view.
See also