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 between the weapons used to launch the projectile. Projectiles are not affected by Lag compensation, likely due to technical limitations surrounding the engine's physics applied on projectiles.

The Compression Blast ability of the Flamethrower and Degreaser can reflect all projectiles save for syringes and Sandviches. Once reflected they will switch ownership to the Pyro whom reflected the projectile (unless said projectile is a stickybomb -- in which case it is simply rolled along the ground), and deal Mini-Crit damage on enemies they hit. In addition, when colliding mid-air some projectiles may deflect opposing ones, or destroy them completely.

Projectiles

Projectile Rocket.png
Rocket
Grenade proj red.png
Grenade
Sticky proj red.pngScores proj red.png
Stickybomb
Arrow proj.png
Arrow
Backpack Jarate.png
Jarate
Sandman Baseball.png
Baseball
Flare proj red.png
Flare
RED Syringe Gun Ammo.png
Syringe
Backpack Mad Milk.png
Mad Milk
Sandvichplate.png
Sandvich (dropped)
Speed (HU/s) 1065 Unknown 1875 Unknown 1940 1450 Unknown Unknown
Arcs*** No Yes Yes Yes Yes Yes Yes Yes Yes Yes
Sticks**** No No Only to world Yes No No No Only to world No Only to ground where dropped
Reflected by
  • Compression blast
  • Compression blast
  • Compression blast
  • Baseballs
  • Compression blast
  • Compression blast
  • None
  • Compression blast
  • None
Destroyed by
  • None
  • Arrows
  • None
  • None
  • None
  • None
  • None
  • Eaten by non full health player or a Heavy with equipped Sandvich and non full bar.
*Destruction of Sentry Rockets is unknown
**Only after attaching to a surface
***Determines if the projectile travels in a straight line or if it slowly arcs to the ground
****Determines if the projectile sticks to a surface

Hit Boxes

The hitboxes used for projectile weapons differ from those used for hitscan ones. Whereas the hitscan ones consist of several small rectangulars "wrapped" tightly around each class's model, the hitboxes for projectile weapons are larger, and consist of only one box that covers both the model and some of the space surrounding it. This is the reason why seemingly failed shots from projectile weapons (e.g. Huntsman) end up hitting their target.

Demonstration