Crouching
“ | Ey, here's something you can invent next time: Duckin'!
Click to listen
— The Scout
|
” |
Crouching is a feature that reduces the area of your character, making you a smaller and less-visible target. This can make tasks such as defending Sentry Guns, sniping, pushing Payload carts and ambushing easier. Crouch-jumping increases the distance on jumps and also facilitates explosive jumping. Some obstacles require you to crouch-jump on top or over them as crouching in mid-air brings your legs and feet up.
When crouching, the character will move much slower than their default movement speed. But unlike running, you move backwards and forwards at the same speed. The default key for a crouch is Ctrl in the PC version, in the PlayStation 3 version, and in the Xbox 360 version. Crouching can be selected to toggle in the Options menu.
When crouching, your character will move 66% slower except when you are a Sniper who is scoped in (98.67% slower) or aiming an arrow (85% slower) or a Heavy with his Minigun revved (immobile).
Crouching does not increase your accuracy when firing a weapon, unlike in other Source games.
Crouching speeds
Class | Speed | |
---|---|---|
Scout (Baby Face's Blaster at 0% boost) (Baby Face's Blaster at 100% boost) |
44.4%
40%
|
133.33v
120v
|
Medic (with the Overdose at 100% ÜberCharge) (with any Medi Gun, healing a Scout) |
35.5%
39%
|
106.67v
117.3v
|
Engineer (while hauling a building) |
33.3%
30% |
100v
90v |
Pyro (with Powerjack) |
33.3%
38% |
100v
115v |
Sniper (with rifle zoomed) (with Huntsman drawn) |
33.3%
9%
|
100v
26.67v
|
Spy (disguised as Soldier) (disguised as Demoman) (disguised as Heavy) |
33.3%
27%
|
100v
80v
|
Demoman (with weapon slot boots) (with a head-taking melee weapon and 1 head) (with a head-taking melee weapon and 2 heads) (with a head-taking melee weapon and 3 heads) (with a head-taking melee weapon and 4 or more heads) (with weapon slot boots and a head-taking melee weapon and 1 head) (with weapon slot boots and a head-taking melee weapon and 2 heads) (with weapon slot boots and a head-taking melee weapon and 3 heads) (with weapon slot boots and a head-taking melee weapon and 4 or more heads) (with Scotsman's Skullcutter) (with Scotsman's Skullcutter and weapon slot boots) |
31.1%
34%
|
93.33v
102.67v
|
Soldier Charging the Cow Mangler 5000 (with Escape Plan with over 160 HP) (with Escape Plan with 121-160 HP) (with Escape Plan with 81-120 HP) (with Escape Plan with 41-80 HP) (with Escape Plan with 1-40 HP) |
26.6%
9%
|
80v
26.67v
|
Heavy (with any Primary weapon spinning) (with G.R.U. drawn) (under effects of Buffalo Steak Sandvich) (with Eviction Notice drawn) |
25.5%
(Immobile) 0%
|
76.67v
0v
|
- Note: abs = absolute values in velocity units (v) or hammer units per second (HU/s).
Update history
- Fixed headshots not always registering for crouched players.
- Fixed crouch-jump exploit that allowed players to get outside of the world
- You can now duck twice in the air. Scout double jumps reset the in-air jump counts
- Added "tf_clamp_airducks" convar, set to 1 by default
- Setting it to 0 will remove all constraints on ducking while in the air. Useful for servers running RJ challenge maps
- Added server ConVar "bot_crouch" to make bots crouch
- Fixed a case where crouching was used to see outside of the playable area. This could be exploited to place buildings at invalid locations.