Difference between revisions of "Knockback"

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{{Quotation|'''The Scout'''|Hey, I'm flyin'!|sound=Scout_apexofjump01.wav}}
 
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'''Knock back''' is a side-effect of some weapons that pushes a player away from the source of the knock back. In Team Fortress 2, knock back varies from very slight (only preventing you from moving forward temporarily), to extreme (launching you several feet into the air). Knock back can be useful strategically, such as when [[juggle|juggling]] opponents. Nearly all weapons provide knock back which scales up with the attack's damage, but the effect is very slight and hardly noticeable until the attack's damage approaches ~100. This can be changed for functionality purposes, like the powerful knock back possessed by the [[Force-A-Nature]] and [[Sentry Gun]]s.
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'''Knock back''' is the movement of a player caused by an outside source.  
  
Knock back can also be used to interrupt [[taunt]]ing animations (especially [[taunt attacks|taunt kills]]) and item uses (knocking back a Scout before he finishes drinking a Bonk! will prematurely stop him from drinking).
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All damage causes knock back, which is scaled up with the power behind the attack. Damage recieved without a locational source (like that caused by the [[Boston Basher]] or [[fire]]) pushes the recipient upward. The severity of knock back can be changed for functionality purposes, like the powerful knock back possessed by the [[Force-A-Nature]] and [[Sentry Gun]]s. Due to the nature of ''Team Fortress 2'''s physics engine, crouching or being airborne greatly increases knock back and reduces air drag, increasing the effect of knock back. The abilities of certain weapons, such as the [[Rocket Jumper]] or [[Flamethrower]], allow them to deal knock back without causing damage.
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[[Projectiles#Explosions|Explosions]] are well-known sources of knock back and are among the most powerful. The [[Force-a-Nature]]'s unique qualities cause it to deal knock back to the firing [[Scout]] without causing damage (the severity of which is determined by the angle at which it is fired).
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Knock back has a plethora of strategic uses, and can be used for [[juggling]] opponents or augmenting [[jumping]]. Knock back can also be used to interrupt [[taunt]]ing animations (especially [[taunt attacks|taunt kills]]) and item uses (such as consumables, like [[Bonk! Atomic Punch]]) by sending targets into the air.
  
 
== Sources of Knock Back ==
 
== Sources of Knock Back ==

Revision as of 04:18, 1 February 2011

Whoosh!
Hey, I'm flyin'!
The Scout

Knock back is the movement of a player caused by an outside source.

All damage causes knock back, which is scaled up with the power behind the attack. Damage recieved without a locational source (like that caused by the Boston Basher or fire) pushes the recipient upward. The severity of knock back can be changed for functionality purposes, like the powerful knock back possessed by the Force-A-Nature and Sentry Guns. Due to the nature of Team Fortress 2's physics engine, crouching or being airborne greatly increases knock back and reduces air drag, increasing the effect of knock back. The abilities of certain weapons, such as the Rocket Jumper or Flamethrower, allow them to deal knock back without causing damage.

Explosions are well-known sources of knock back and are among the most powerful. The Force-a-Nature's unique qualities cause it to deal knock back to the firing Scout without causing damage (the severity of which is determined by the angle at which it is fired).

Knock back has a plethora of strategic uses, and can be used for juggling opponents or augmenting jumping. Knock back can also be used to interrupt taunting animations (especially taunt kills) and item uses (such as consumables, like Bonk! Atomic Punch) by sending targets into the air.

Sources of Knock Back

There are several sources of knock back in the game ranging from weapons and buildings, to the environment itself.

Weapons with knock back Severity of knock back
Rocket Launcher rockets Causes players to be launched through the air.
Sticky bombs Causes players to be launched through the air.
Grenade Launcher grenades Causes players to be launched through the air.
Scattergun fire Pushes players back a bit if the shot was fired point blank.
Force-A-Nature fire Causes enemies to be launched through the air, launches an airborne wielder in the opposite direction.
Sentry Gun automatic fire Pushes players away from the Sentry Gun, can pin airborne targets to a wall/ceiling or send them flying at high speeds.
Sentry Gun rockets Causes players to be knocked backwards a few feet.
Compression blast ability Causes players to be launched aerially backwards for several feet.
Sniper Rifle fire Pushes players back a bit if they're in the air.
Huntsman arrow Pushes players back a bit if they're in the air.
Non-lethal Melee weapon Critical hits Launches players with greater force than rockets, but the strike must be on an airborne opponent or focused upwards from a crouching position.
Pumpkin bombs Pushes players back. Sends them flying if they are caught in the explosion while airborne.
Natascha Focus fire pushes players back at point blank.
GRU Inflicts self knockback which can be used to reach previously inaccessible or difficult to reach areas. Does not cancel own taunt.
Instant kill attacks ÜberCharged enemies are invulnerable to nearly all sources of damage, but substantially powerful attacks such as taunt attacks and backstabs which would kill all normal players, can send invincible players great distances.

See also