Difference between revisions of "Sticky Jumper"
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* There have been instances where a player has acquired the [[Scottish Resistance]] taunt achievement ''Second Eye'' with this item. | * There have been instances where a player has acquired the [[Scottish Resistance]] taunt achievement ''Second Eye'' with this item. | ||
* If you have another [[Weapon#.C2.A0Demoman|weapon]] active while detonating stickybombs, you will take damage from the stickybombs, in addition, if you have the Sticky Jumper active, you won't receive damage from your own timed grenade explosions. | * If you have another [[Weapon#.C2.A0Demoman|weapon]] active while detonating stickybombs, you will take damage from the stickybombs, in addition, if you have the Sticky Jumper active, you won't receive damage from your own timed grenade explosions. | ||
− | **This seems to be happening because the self damage calculation is based by the user holding the sticky jumper, so if the user is holding the jumper they will not take self damage, but if they are not they will take damage. | + | **This seems to be happening because the self damage calculation is based by the user holding the sticky jumper, so if the user is holding the jumper they will not take self damage, but if they are not holding the jumper they will take damage. |
== Gallery == | == Gallery == |
Revision as of 03:30, 18 July 2011
“ | Aye, that's the way ye do it! Hehah!
Click to listen
— The Demoman on sticky jumping training techniques.
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” |
The Sticky Jumper is a training secondary weapon for the Demoman class. Its appearance is identical to the Stickybomb Launcher.
As a training item, the Sticky Jumper fires completely harmless Stickybombs, allowing players to freely practice sticky jumping techniques. The ammo count for the weapon is also tripled in comparison the Stickybomb Launcher, giving the user forty-eight extra Stickybombs to use. Unfortunately, the Demoman's damage vulnerabilities are greatly increased.
Contents
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
Class Token - Demoman | Slot Token - Primary | Scrap Metal | Possible Results | |||||||||||||||||||
+ | + | = |
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Related Achievements
Soldier
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Pyro
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Demoman
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Heavy
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Engineer
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Sniper
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Update history
October 27, 2010 Patch (Scream Fortress)
- The Sticky Jumper was added to the game.
- 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.
- The Sticky Jumper can now be gift wrapped.
- The Sticky Jumper now has no max health penalty, and has damage vulnerabilities instead.
- Fixed melee attacks not destroying remote detonation pipes (Stickybombs).
- Fixed this item and the Stickybomb Launcher using the wrong skins.
- [Undocumented] The Sticky Jumper no longer prevents self-damage from explosions made with the Ullapool Caber, Grenade Launcher, Pumpkin Bomb or Loch-n-Load.
Bugs
- Due to how bullet vulnerability is calculated, certain non-bullet weapons deal 100% more damage to a Sticky Jumper wielder. This includes the Syringe Gun, the Targe Bash, and most Taunt attacks.
- There have been instances where a player has acquired the Scottish Resistance taunt achievement Second Eye with this item.
- If you have another weapon active while detonating stickybombs, you will take damage from the stickybombs, in addition, if you have the Sticky Jumper active, you won't receive damage from your own timed grenade explosions.
- This seems to be happening because the self damage calculation is based by the user holding the sticky jumper, so if the user is holding the jumper they will not take self damage, but if they are not holding the jumper they will take damage.
Gallery
See also
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