Tiro aéreo

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Screamin' Eagles!
El Soldier al mandar a sus enemigos a una muerte aérea
»

Un Tiro aéreo es cuando un jugador dispara o mata a un enemigo mientras este se mueve en el aire. Esto es usado como táctica para prevenir ocupación oponente por casi cualquier clase para prevenir que los enemigos ganen altura y sean blancos más fáciles. El empujón del ataque evitara que el jugador gane más movimiento vertical y lo obligará a bajar, haciéndolos blancos mucho más fáciles.

Aerials

Soldier

Demostrando tiros aéreos del Soldier

Debido a la lentitud de los proyectiles del Lanzacohetes del Soldier, realizar tiros aereos con precision puede ser extremadamente dificil. Darle con exito a un objetivo aereo requiere buen juicio del jugador, pues debe saber instantáneamente donde estará el enemigo para cuando lo alcance el cohete, haciendo contacto, y oportunamente matarlo.

El Lanzacohetes no es la unica forma de realizar tiros aereos con el Soldier. Saltos explosivos pueden ser detenidos con la Escopeta, para conservar munición. Jugadored con experiencia suelen realizar tiros aéreos exitosos a enemigos con tan solo un cohete, seguido de un par de tiros de su Escopeta. El Tirador de Reserva mejora esta tecnica otorgando minicríticos en enemigos aereos durante 3 segundos luego de cambiar desde el Lanzacohetes.

Los tiros aereos son una parte crucial de una de las armas primarias del Soldier - el Impacto Directo. Este lanzacohetes raliza minicríticos a los blancos que saltan a causa de la explosion. Este efecto no se aplica a enemigos lanzados al aire por otros medios. La mayor velocidad de los proyectiles del Impacto Directo, asi como la del Libertador las hacen herramientas muy utiles a la hora de realizar un tiro aereo con exito.

Pyro

Demostrando un tiro aéreo mediante rebote de proyectil

Un Pyro puede realizar tiros aéreos con unaexplosión de aire comprimido, con el disparo alternativo de cualquier Lanzallamas activo, o disparando una Bengala desde la Pistola de Bengalas. Realizar un tiro aéreo con una explosión de aire comprimido es difícil, y usualmente depende de la situación. Cuando ocurre, el enemigo dispara al Pyro desde el aire. Luego este rebota el proyectil, dirigiéndolo para interceptar al enemigo. Es posible para el Pyro hacer rebotar un proyectil a un enemigo que se encuentre en tierra, lanzandolo al aire, y luego realizar otro segundo rebote al enemigo en el aire.

Tiros aéreos con la Pistola de Bengalas son significativamente mas fáciles que con un rebote de proyectil mediante una explosión de aire comprimido y ofrecen la habilidad de encender en llamas a los enemigos y realizar minicríticos en objetivos que ya se están quemando. Debido a que los enemigos estaran en llamas, los jugadores equipados con el Hacherminador pueden continuar el tiro aéreo de la Pistola de Bengalas con un tiro crítico garantizado. Si hay agua o un pack de vida cercanos, tus enemigos probablemente irán tras ellos. Si no hay agua o packs de vida cercanos, el enemigo usualmente se retirará. El rango de la Pistola de Bengalas y el crítico garantizado en oponentes en llamas es útil para eliminarlo antes de de que llegue con un Medic.

Demoman

The Grenade Launcher and Stickybomb Launcher both fire their respective projectiles in an arc. While the Grenade Launcher is similar to the Rocket Launcher in terms of stats and function, the arc that the projectile makes as it fires through the air creates a substantial difficulty gap, and will take a player time to learn the difference between the two. The grenade projectile travels at approximately 1065 Hammer units per second, and will detonate under two circumstances; either on direct contact with an enemy or after a set interval when making first contact with the environment.

In contrast, the Sticky Bomb projectile fires somewhat slowly and heavily, at 805 hammer units per second. The Stickybomb Launcher can charge projectiles, similar to the Huntsman. While the Demoman does not suffer any loss of speed during a projectile charge, the Stickybomb Launcher can only carry a projectile like that for a short while. The Stickybomb Launcher replacement, the Scottish Resistance, suffers a slightly longer prep duration for a fired projectile than the Stickybomb Launcher.

While a bit more difficult to fire in time than the grenade, it is quite possible to perform aerials with a Sticky Bombs by detonating them in mid-air. Sticky Bombs do not need to make contact with an enemy to cause damage, and have powerful knockback.

Despite their power, the Stickybomb Launcher projectile is quite slow, and a Demoman being faced with a fast-approaching enemy would be better off using their Grenade Launcher. If an enemy has closed the gap too tight, a Demoman would be far better off using their melee weapon to attack, as the explosive radius from either their primary or secondary weapon would deal a lot of damage to the user as well.

Engineer

With a Wrangler, an Engineer is capable of utilizing the rockets from his Level 3 Sentry Gun at will. While the Sentry Gun was always an invaluable counter to airborne targets, its limited range often impacted its effectiveness, and left the Engineer unable to prioritize certain targets when faced with an enemy push.

With the Wrangler's manual control, an Engineer is capable of deciding who he directs his firepower toward. In general, the rules are similar to those followed when using the Rocket Launcher to stop mid-air enemies. Watch their trajectory, and wait for your enemy to begin their descent, aiming your shot to strike where they're going to land. As with any other more advanced maneuver practice is key.

The Wrangler offers a benefit that the Rocket Launcher and Grenade Launcher lack: a laser sight to assist your aim. With the Wranglers' laser, you can always tell where your rocket will go before you fire it. However, be aware that this laser is visible to the enemy as well.

Sniper

Demonstrating a Sniper Rifle aerial

With the Sniper Rifle's scope, an aware Sniper is capable of stopping most mid-air enemies in their tracks. Typically, a shot through your scope to the mass, or head of an enemy will prevent them from closing in on you from above. Enemies flying through the air will have needed to damage themselves to gain that height, so a single shot from your rifle won't just stop their advancement, but will almost certainly force them to retreat to a Medic, or their base. While smaller, stopping a Scout can prove just as simple for an observant Sniper.

Watch their jumps, and note when a Scout leaves a smoke trail behind his feet. This is a visual representation that he has used his double jump ability, and will be unable to dodge your shot. Ready your shot for where your enemy is going to be. Let them fall in to your scope instead of trying to follow them with it.

Successfully performing an aerial with the Huntsman is, however, different in that the power and arc of the arrow projectile depend on the length of time it was initially charged. This can cause slightly unpredictable projectiles, a shallow flight path, and increased power in comparison to the Sniper Rifle. A single fully-charged arrow to the mass of an enemy can be enough to kill a medium-heavy class, such as the Demoman, or Pyro.

How to Counter

As an aerial shot is meant to put the opponent in a position in which he is unable to protect himself from incoming projectiles, dodging an aerial is quite difficult. Though one is able to take the damage in a way that may propel them to shelter, they will have difficulty avoiding a follow-up shot with their back to the enemy. One of the better, if more difficult tactics is to reverse you position with them by strafing your way to equal ground, and propelling your opponent in to the air with your own weapon. This can be especially difficult if your opponent has team mates nearby.

As a Pyro, you are able to use your secondary compression blast ability to redirect incoming projectiles to your opponent. Compression blasts can reflect any projectile, from rocket to arrow, right back to the player that fired it. The projectile will be returned at full damage, and will retain critical or mini crit status. With this advantage, a Pyro always has a fighting chance against someone attempting to perform an aerial, whether on the high ground or the low ground.


Common Rules

  • The ability to consistently perform aerials is seen as an indication of proficiency with a particular class. Continual practice is key.
  • Aerials force your enemy in to a temporary immobile state. You decide where they fall, you decide how much damage they take as they fall. Since they're only capable of strafing slightly, an agile player can easily protect their self by getting away from the field of view of their enemy before they are able to try to retaliate. Though any retaliation will be difficult for them, as disorientation from their fall will make aiming difficult.
  • If there is a health kit nearby, your enemy will probably try to land on it. Use this to tell where your enemy will try to go, and hit them before they get there. If there is no nearby health kit, they will probably flee to find a Medic. If a Soldier is the enemy being targeted by an aerial attack, he will most likely attempt to pull out his Equalizer and fight you with that. This can be an opportunity to easily finish them off with your primary weapon, or simply finish them off with your own melee weapon.
  • Watch their trajectory, and wait for your enemy to begin their descent, aiming your shot to strike where they're going to land. As with any other more advanced maneuver practice is key.
  • Projectiles spawn from the barrel of your first-person weapon viewmodel, resulting in a slight horizontal offset. This means you should compensate slightly more for airborne enemies moving away from your viewmodel than those moving toward it.

Related Achievements

Leaderboard class scout.png Scout

Francovolador
Francovolador
Mata a 20 jugadores mientras haces un salto doble.


Estados de la materia
Estados de la materia
Mata a un enemigo mientras estés en la tierra, otro en el aire y otro en el agua en la misma vida.


Leaderboard class soldier.png Soldier

Muerte aerotransportada
Muerte aerotransportada
Salta con cohete y mata a 2 enemigos antes de aterrizar.


Muerte desde el suelo
Muerte desde el suelo
Mata a 10 enemigos en el aire con el Impacto directo.


Leaderboard class pyro.png Pyro

Bengala humana
Bengala humana
Quema a un Soldier que esté realizando un salto con cohete mientras está en el aire.


Leaderboard class demoman.png Demoman

Lanzamiento de tronco
Lanzamiento de tronco
Lanza a un enemigo por los aires y mátalo antes de que aterrice.


Whisky de doble mata
Whisky de doble mata
Mata a 2 jugadores con el mismo salto con bomba lapa.


Leaderboard class heavy.png Heavy

¡Abajo, parias de la Tierra!
¡Abajo, parias de la Tierra!
Mata a 10 enemigos en medio del aire con la ametralladora.


Leaderboard class sniper.png Sniper

¡Plato!
¡Plato!
Mata a un Scout en el aire con el rifle de francotirador o el cazador.


Cazacanguros
Cazacanguros
Mata con el rifle de francotirador o el Cazador en el aire a un enemigo que salta con un cohete o una granada.


See also