Projectiles

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Projectiles, unlike hitscan bullets, do not travel instantaneously across the map but rather at a preset speed, differing depending on the projectile, and are often subject to engine physics. Projectiles use a large hitbox shared by all classes to judge contact, the same as that used by melee weapons, other players, and the enviroment. The damage of a projectile is usually determined by the distance the target is from the attacker upon collision or, alternatively, from the spot said attacker was at upon death. Many projectiles have unique properties, which differ depending on the weapon. Projectiles are not affected by lag compensation. Maps are coded so that at the edge of their area projectiles disappear.

A Heavy's dropped Sandvich; pieces of destroyed Stickybombs, buildings, and Sappers; and dropped weapon pickups from dead players are not considered projectiles; although they are launched and subject to engine physics, they have different properties.

Special projectiles

The properties of projectiles differ depending on the weapon that fired them. Projectiles often damage on contact like a hitscan bullet. Alternatively, many projectiles generate explosions upon contact, or in the case of the Demoman, generate explosions and destroy themselves when a certain time has passed (in the case of grenades) or at the Demoman's cue (in the case of Stickybombs). All projectiles except rockets are subject to gravity and fall downward. The damage of the projectiles that are fired from the Demoman's weapons (after five seconds, in the case of stickybombs), the Flare Gun, the Detonator, a level 3 Sentry Gun, and the Huntsman are not affected by distance, however the Crusader's Crossbow has an inversed damage falloff (which means damage and healing increase by distance). Certain projectiles apply effects upon contact. The baseballs launched by the Sandman apply a stunning effect, while flares set enemies on fire. Jarate and Mad Milk do not deal damage at all, but instead apply their respective effects to enemies, temporarily remove the Cloaking ability from Spies, and put out fires within their splash radius. The Blutsauger and Black Box restore health to the firing Medic or Soldier on a hit, and the Crusader's Crossbow heals and damages a teammate or enemy respectively. The Huntsman can also be made to apply the fire effect when ignited by a Pyro's flames. Note that effects are not applied when the target is ÜberCharged by a Medi Gun.

Stickybombs adhere to the environment, but bounce off spawn walls, players, and certain other objects. Arrows stick to players and the environment, but only cosmetically; syringes also cosmetically stick to the environment. Rockets from a level 3 Sentry Gun track targets slightly and circle each other in flight; the cluster of four is considered a single object.

Flames

Flames are large, damage-dealing, player-igniting 'particles' fired from the Pyro's primary weapons: the Flamethrower, Backburner, and Degreaser. They use the projectile hitbox to judge contact, like projectiles, but do not have a visible model, have both a limited lifetime and a maximum distance, and have their damage largely determined by time since fired rather than distance. Also unlike projectiles, flames do not stop when they collide with players or buildings, but instead continue moving and dealing damage to other objects until their maximum lifespan is reached. Flames also do not make contact with the environment; however they will not deal damage should the center of the particle first pass through the environment or through water. Flames have a "negative" curve that cause them to drift upward, and their momentum is partially determined by the firing Pyro's movement.

Explosions

Explosions are instantly damaging splash effects produced by projectiles (and the Kamikaze taunt and Ullapool Caber melee weapon), that usually have significant knock back. They also use the projectile hitbox. The knock back, size, and damage of explosions vary depending on the projectile that generates them. Explosions cannot pass through walls, and thus conform their shape to the shape of their surroundings. They deal damage and knock back proportional to the amount of hitbox encompassed in their radius and the distance between their origins and the midpoints of affected players. Explosions can hit the player that fired them, which may be used to augment jumping.

The compression blast and splash effects from Jarate and Mad Milk are sometimes classified as explosions, and have similar properties, conforming to walls in the same way.

Syringes

Syringes, fired by the Syringe Gun and Blutsauger, use the projectile hitbox, curve, and have the approximate speed of rockets fired from the Rocket Launcher, but inflict bonus damage on enemies with a weakness to bullets, disarm Stickybombs, and cannot be reflected or destroyed by other projectiles or a compression blast.

Other properties of projectiles

The compression blast ability of the Pyro's primary weapons can reflect all projectiles save syringes. With the exception of Stickybombs, once reflected, projectiles switch ownership to the Pyro whom reflected them and deal Mini-Crit damage on enemies they hit. Baseballs from the Sandman can be reflected by a well-timed swing with the Sandman.

The Huntsman's arrows Critically headshot when they pierce a particular area of the projectile hitbox that is shared by all classes, although the Crusader's Crossbow, which shares the same projectile, does not. The Backburner Crits when attacking an area behind of the hitbox. The flares from a Flare Gun deal Critical hits on burning players.

When colliding in mid-air, Critical projectiles and arrows destroy other projectiles. Flares destroy other flares. Stickybombs can also be destroyed by bullets, syringes, melee weapons or Scottish Resistance's stickybombs, dropping ammo.

Projectiles

List of projectiles
Projectile Speed (HU/s) Arcs [1] Sticks [2] Reflectable [3] Destroyed by
Arrow proj.png
Arrow
Leaderboard class sniper.png Huntsman 2500 Yes Yes Yes
Leaderboard class medic.pngCrusader's Crossbow
Sandman Baseball.png
Baseball
Leaderboard class scout.png Sandman 1940 Yes No Yes
  • Nothing
Flare proj red.pngDetonator proj red.png
Flare
Leaderboard class pyro.png Flare Gun 1450 Yes No Yes
Leaderboard class pyro.pngDetonator
Grenade proj red.png
Grenade
Leaderboard class demoman.png Grenade Launcher 850 Yes No Yes
  • Nothing
Leaderboard class demoman.pngLoch-n-Load 1331
Jarate.png
Jarate
Leaderboard class sniper.pngJarate 850 Yes No Yes
Mad Milk.png
Mad Milk
Leaderboard class scout.png Mad Milk 850 Yes No Yes
  • Nothing
Rocket.png
Rocket
Leaderboard class soldier.png Rocket Launcher 1100 No No Yes
Leaderboard class soldier.png Black Box
Leaderboard class soldier.png Rocket Jumper
Leaderboard class soldier.png Direct Hit 1980
Leaderboard class soldier.png Liberty Launcher 1540
Leaderboard class engineer.png Sentry Gun 1075
Sticky proj red.pngScores proj red.png
Stickybomb
Leaderboard class demoman.pngStickybomb Launcher 805~1850 Yes Only to world Yes
Leaderboard class demoman.png Sticky Jumper
Leaderboard class demoman.png Scottish Resistance
RED Syringe Gun Ammo.png
Syringe
Leaderboard class medic.png Syringe Gun 990 Yes Only to world No
  • Nothing
Leaderboard class medic.png Blutsauger
Leaderboard class medic.png Overdose

Notes

  1. Determines if the projectile travels in a straight line or if it slowly arcs to the ground
  2. Determines if the projectile sticks to a surface
  3. Determines if the projectile can be reflected by the Pyro's compression blast
  4. Destruction of Sentry Gun rockets is unknown.
  5. a b c d Only after attaching to a surface

Demonstration

See also