Difference between revisions of "Sticky Jumper"

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(Bugs)
(Bugs)
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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!
The Demoman on sticky jumping training techniques.

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.

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
Item icon Class Token - Demoman.png + Item icon Slot Token - Primary.png + Item icon Scrap Metal.png =
Item icon Loch-n-Load.png Item icon Ali Baba's Wee Booties.png Item icon Bootlegger.png Item icon Loose Cannon.png
Item icon B.A.S.E. Jumper.png Item icon Iron Bomber.png

Related Achievements

Leaderboard class soldier.png Soldier

Bomb Squaddie
Bomb Squaddie
Destroy 10 sticky bombs with the shotgun in a single life.

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 engineer.png Engineer

How the Pests Was Gunned
How the Pests Was Gunned
Destroy 50 enemy stickybombs lying in range of friendly buildings.

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 this item and the Stickybomb Launcher using the wrong skins.

July 1, 2011 Patch

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