Projectiles
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In Team Fortress 2, certain weapons fire projectiles. Projectiles, unlike hitscan bullets, do not travel instantaneously across the map but rather at a preset speed and often subject to engine physics. This speed also differs depending on the weapon used to launch the projectile. Because of this, however, the projectiles are not effected by Lag compensation.
The Projectiles
Name | Rocket | Grenade | Sticky bombs | Arrow | Jarate | Baseball | Flares | Syringe |
---|---|---|---|---|---|---|---|---|
Image | ||||||||
Used by: | Rocket Launcher | Grenade Launcher | Stickybomb Launcher | Huntsman | Jarate | Sandman | Flare Gun | Syringe Gun |
Firing Projectiles
- As projectiles move at a set speed, they will rarely find far away targets. To accomodate for this, experienced players will 'lead' with their aiming and fire the projectiles ahead of where the enemy is moving. This predictive aiming, however, can be easily countered by evasive maneouvres.
- Some projectiles are affected by gravity and will arc towards the floor. This will require the weapons to be aimed higher in order to increase their range.
- The Huntsman is arguably the fastest projectile in the game, meaning predictive aiming need not be so vigorous as close to medium ranger.
Reflecting Projectiles
- The Pyro's Compression Blast can reflect projectiles. These 'airblasted' projectiles inflict Mini-Crit damage and assume the Pyro's team colour to indicate a successful reflection. There are, however, exceptions. Syringes, for example, cannot be reflected at all. Stickybombs do not change colour or attain Mini-Crit status, and remain under the control of their original owner.
- The Scout's Sandman Ball can reflect other Sandman Balls if it makes contact while in the air.