Juggling
“ | You cannot run from me, my gun is faster!
Click to listen
— The Soldier
|
” |
Juggling refers to the strategy of using weapons to keep an enemy momentarily suspended in the air, leaving them vulnerable and disorientated. More agile or powerful enemies may require several of these mid-air suspensions to take out, hence the term juggling.
Juggling can be performed as a Soldier, using the Rocket Launcher's splash damage to lift an opponent into the air (also called the 'bounce effect'). In effect, this does away with the opponent's ability to dodge and allows the Soldier to subsequently predict where they will land. The Soldier has the opportunity to fire at this spot, or even to shoot the opponent out of the air. A well-placed rocket can send a foe straight up into the air, which can be devastating against oncoming Pyros.
The Demoman can juggle using the Grenade Launcher, by hitting a direct hit on the enemy's legs. It is also possible to juggle using sticky bombs, though it is more difficult to execute.
The Pyro can juggle opponents by knocking them into the air with the Flamethrower's compression blast ability, or by reflecting the explosives of another class into that opponent, or his teammates.
Juggling can be used to separate an ÜberCharged Medic from his target by knocking them out of range, so as to cut off the ÜberCharge prematurely. With a well-directed shot, enemies can be lifted into the air in such a way that they take additional fall damage upon landing.
Juggling is significantly easier and more effective with the Direct Hit, although arguably requiring more skill. Due to a more concentrated splash area, as well as faster rockets, a well placed direct hit will send an opponent farther/higher than the regular rocket launcher; however, it requires a more precise hit below the enemy for the same reason. It also Mini-Crits an enemy sent airborne via an explosion.
|
|