Difference between revisions of "Fall damage"

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'''Fall Damage''' is a type of damage that only occurs when a player falls from a certain height.  The higher the player drops, the more fall damage the player will take. Fall damage is accompanied by a distinct 'bone crunching' sound.  
 
'''Fall Damage''' is a type of damage that only occurs when a player falls from a certain height.  The higher the player drops, the more fall damage the player will take. Fall damage is accompanied by a distinct 'bone crunching' sound.  
  
If a player was to crouch in mid-air and continue to stay crouched until his landing, the player will take more fall damage than if he was standing upright.  In the Source Engine, crouching in mid-air moves your "legs" up (causing your bounding box to be smaller and higher off the ground).  Thus there would be more distance between the character and the ground which would increase the amount of fall damage.  However, if you crouch-walk off a ledge and then stand in mid-air before hitting the ground, you will decrease your fall damage.
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If a player were to crouch in mid-air and continue to stay crouched until his landing, the player will take more fall damage than if he were standing upright.  In the Source Engine, crouching in mid-air moves your "legs" up (causing your bounding box to be smaller and higher off the ground).  Thus, there would be more distance between the character and the ground which would increase the amount of fall damage.  However, if you crouch-walk off a ledge and then stand in mid-air before hitting the ground, you will decrease your fall damage.
  
It is important to note that fall damage can be negated by [[double jump]]ing, [[sticky jump]]ing or [[rocket jump]]ing near the end of the fall. Double jumping is more practical than sticky or rocket jumping because it does not deal splash damage to the player. Soldiers can use the Rocket Jumper to stop their descent without taking damage.
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It is important to note that fall damage can be negated by [[double jump]]ing, [[sticky jump]]ing or [[rocket jump]]ing near the end of the fall. Double jumping is more practical than sticky or rocket jumping because it does not deal splash damage to the player. Soldiers can use the Rocket Jumper to stop their descent without taking damage.
  
 
Some areas of maps which are out of bounds will also instantly kill you with fall damage when you hit them, even if a fall of that height would not normally kill you or if you negate your falling speed with a [[double jump]].
 
Some areas of maps which are out of bounds will also instantly kill you with fall damage when you hit them, even if a fall of that height would not normally kill you or if you negate your falling speed with a [[double jump]].
  
Falling deaths generally occur when a wounded class takes a large leap and miscalculates the risk, when a Soldier or Demoman poorly execute a [[rocket jump]] or [[sticky jump]] respectively, and in rarer cases, when a light class is stricken from above with an explosion that sends them downwards with considerable force, even over short distances.
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Falling deaths generally occur when a wounded class takes a large leap and miscalculates the risk, when a Soldier or Demoman poorly execute a [[rocket jump]] or [[sticky jump]] respectively and, in rarer cases, when a light class is stricken from above with an explosion that sends them downwards with considerable force, even over short distances.
  
 
== Gallery ==
 
== Gallery ==

Revision as of 01:10, 11 January 2011

Tf demoman environmental kill.png
Oh, that smarts!
The Demoman

Fall Damage is a type of damage that only occurs when a player falls from a certain height. The higher the player drops, the more fall damage the player will take. Fall damage is accompanied by a distinct 'bone crunching' sound.

If a player were to crouch in mid-air and continue to stay crouched until his landing, the player will take more fall damage than if he were standing upright. In the Source Engine, crouching in mid-air moves your "legs" up (causing your bounding box to be smaller and higher off the ground). Thus, there would be more distance between the character and the ground which would increase the amount of fall damage. However, if you crouch-walk off a ledge and then stand in mid-air before hitting the ground, you will decrease your fall damage.

It is important to note that fall damage can be negated by double jumping, sticky jumping or rocket jumping near the end of the fall. Double jumping is more practical than sticky or rocket jumping because it does not deal splash damage to the player. Soldiers can use the Rocket Jumper to stop their descent without taking damage.

Some areas of maps which are out of bounds will also instantly kill you with fall damage when you hit them, even if a fall of that height would not normally kill you or if you negate your falling speed with a double jump.

Falling deaths generally occur when a wounded class takes a large leap and miscalculates the risk, when a Soldier or Demoman poorly execute a rocket jump or sticky jump respectively and, in rarer cases, when a light class is stricken from above with an explosion that sends them downwards with considerable force, even over short distances.

Gallery

Kill icon

See also: List of kill icons
Killicon skull.png
 Scout fell to a clumsy, painful death.

Demonstration

Damage values

Note: damage values are approximate and have been determined by community testing.

Height (units) 256 320 384 448 512 576 640 704 768 832 896 960 1024 1088 1152 1216 1280 1344 1408 1472 1536
Damage 0 30 37 49 53 55 57 59 60 62 64 66 69 71 72 74 78 79 80 82 83
Height (units) 1600 1664 1728 1792 1856 1920 1984 2048 2112 2176 2240 2304 2368 2432 2496 2560 2624 2688 2752 2816 2880
Damage 84 85 96 97 98 99 100 101 102 103 104 108 111 112 113 114 115 120 122 124 125

Graph

Originally sourced from this document.

File:Fall Damage Graph.png

Related Achievements

Medic

Medical Intervention
Medical Intervention
Save a falling teammate from dying on impact.


Scout

Foul Territory
Foul Territory
Cause an environmental death by stunning or slowing an enemy.


See also