Sticky Jumper
“Oh dear, I've made quite a mess.” This page has been marked for general cleanup. Reason given: none given Please see Team Fortress Wiki style guide for information on how to improve this article. |
“Let's go, let's go, let's go!” This article documents a recent addition. It may contain speculation, broken links or errors. You can help improve it by editing this page to include new information. |
Template:Targeted Template:Weapon infobox
“ | 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. Its appearance is identical to the Sticky Launcher.
As a training item, this weapon fires stickies that do no damage to the player or enemies but still inflict knockback. This allows players to freely practice sticky jumping. The ammo count is also tripled, giving the user twenty four extra sticky mines. On the other hand, the weapon removes half of the class's total health (75 max health).
Blueprint
Scrap Metal | [[Demoman Token|Template:Dictionary/items/demoman token]] | [[Primary Token|Template:Dictionary/items/primary token]] | Sticky Jumper | |||
+ | + | = |
Note: The blueprint simply makes the Demoman's primary weapon, there is still a chance of getting the Scottish Resistance or Chargin' Targe instead. There will be a 33% chance of crafting this item.
Previous Changes
- A bug that allowed stickies launched by the Sticky Jumper to cause damage is fixed.
Bugs
- The ammo count is doubled on the pipe launcher, not the sticky launcher.
- Pipes cause no self damage when the Sticky Jumper is equipped.
- This could either be an unintended consequence of trying to prevent self damage when grenade jumping, or simply a mistake in how self explosive damage is calculated.
Trivia
- Equipping the Sticky Jumper grants the player immunity to the blast damage from exploding pumpkins in Harvest and Mann Manor.
- Equipping both the Sticky Jumper and the Eyelander(or the Unusual Horseless Headless Horseman's Axe) will lower the Demoman's health to 75, far lower than that of even a Scout wielding the Sandman.
- Despite not doing any self-damage, the Demoman still yells out in pain and the red hit indicator still shows up on the screen.
- The Sticky Jumper uses the same Taunt as the Scottish Resistance. It's model is also changed to the Scottish Resistance's during the taunt and the same model is dropped on death.
Gallery
- Stickybomb Launcher 1st person cropped.png
1st person view.
See also
References