Jump Pads: Difference between revisions
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[[File:Fight or flight engineer (1).png|512px|thumb|alt=The image promoting the Fight or Flight update. It shows the BLU Engineer having the time of his life.|The BLU Engineer is having the time of his life.]] | [[File:Fight or flight engineer (1).png|512px|thumb|alt=The image promoting the Fight or Flight update. It shows the BLU Engineer having the time of his life.|The BLU Engineer is having the time of his life.]] | ||
'''Jump Pads''' are a type of building in ''[[Team Fortress 2 Classic]]'' that can be constructed by the [[Engineer]] class using the [[Construction PDA|PDA: Jump Pad]]. They were added in the [[Fight or Flight]] Update and replaced the Engineer's ability to build a [[Teleporter]]. It is a circular, team-colored pad with an electronic fan covered by a metallic guard that constantly blows a current of air. It also emits team-colored wind particles, a team-colored glow, and a constant whirring noise while active. | '''Jump Pads''' are a type of building in ''[[Team Fortress 2 Classic]]'' that can be constructed by the [[Engineer]] class using the [[Construction PDA|PDA: Jump Pad]]. They were added in the [[Fight or Flight]] Update and replaced the Engineer's ability to build a [[Teleporter]]. It is a circular, team-colored pad with an electronic fan covered by a metallic guard that constantly blows a current of air. It also emits team-colored wind particles, a team-colored glow, and a constant whirring noise while active. As opposed to the other buildings, the [[Engineer]] can construct up to two Jump Pads, named '''Jump Pad A''' & '''Jump Pad B''', that work independently of each other. When an ally presses the jump button while above a Jump Pad, that player's jump is given increased height and distance, similar to that of a "perfect rocket jump." The specific distance is 370 Hammer Units and 390 when crouch-jumping | ||
The | |||
The Engineer's voice lines related to the Jump Pad were provided by [https://www.getgianni.com/ Gianni Matragrano].<!--Despite this, he has not yet put Team Fortress 2 Classic in his portfolio.--> | The Engineer's voice lines related to the Jump Pad were provided by [https://www.getgianni.com/ Gianni Matragrano].<!--Despite this, he has not yet put Team Fortress 2 Classic in his portfolio.--> | ||
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[[File:Backpack PDA: Jump Pad.png|256px|thumb|PDA: Jump Pad backpack icon]] | [[File:Backpack PDA: Jump Pad.png|256px|thumb|PDA: Jump Pad backpack icon]] | ||
=== Placement === | === Placement === | ||
Each Jump Pad requires | Each Jump Pad requires 100 metal to build and cannot be upgraded unlike the Teleporter. | ||
The Jump Pads' blueprints can be rotated by clicking the Engineer's secondary attack button (default key: <code>MOUSE2</code>), although this has no effect on gameplay. | The Jump Pads' blueprints can be rotated by clicking the Engineer's secondary attack button (default key: <code>MOUSE2</code>), although this has no effect on gameplay. | ||
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=== Operation === | === Operation === | ||
When an ally presses the jump button above a Jump Pad, the player's jump height and distance are increased. The user's momentum depends on the momentum they had beforehand. A player can still walk or jump onto a Jump Pad without receiving the boost. The Jump Pad itself is solid, and players are slightly elevated while walking on top of it. Enemies can walk on top of the Jump Pad, but jumping on it only produces a standard jump. The [[Spy]] can use Jump Pads belonging to any team, regardless of whether he is disguised. | When an ally presses the jump button above a Jump Pad, the player's jump height and distance are increased. By just jumping, a player can go 370 Hammer Units vertically. By crouch-jumping, a player can go 390 Hammer Units vertically. The user's momentum depends on the momentum they had beforehand. A player can still walk or jump onto a Jump Pad without receiving the boost. The Jump Pad itself is solid, and players are slightly elevated while walking on top of it. Enemies can walk on top of the Jump Pad, but jumping on it only produces a standard jump. The [[Spy]] can use Jump Pads belonging to any team, regardless of whether he is disguised. | ||
Compared to the Teleporter, the cooldown on the Jump Pad is significantly shorter, so players are able to use it in short succession. The cooldown is per-user and not per Jump Pad, meaning multiple users will not affect each other's usage, and using two Jump Pads will not circumvent the user's own cooldown. If the user is on two Jump Pads at once, the animation plays on the one the user walked on first. The Jump Pad also works even in situations where the user wouldn't be able to jump, such as while crouching, while the [[Heavy]] has his minigun revved up, or while in the middle of a jump; however, it will not work while taunting. The user can continually hold the jump button to receive the Jump Pad boost. The user also does not suffer fall damage from the boost. | Compared to the Teleporter, the cooldown on the Jump Pad is significantly shorter, so players are able to use it in short succession. The cooldown is per-user and not per Jump Pad, meaning multiple users will not affect each other's usage, and using two Jump Pads will not circumvent the user's own cooldown. If the user is on two Jump Pads at once, the animation plays on the one the user walked on first. The Jump Pad also works even in situations where the user wouldn't be able to jump, such as while crouching, while the [[Heavy]] has his minigun revved up, or while in the middle of a jump; however, it will not work while taunting. The user can continually hold the jump button to receive the Jump Pad boost. The user also does not suffer fall damage from the boost. | ||
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=== Sapping === | === Sapping === | ||
When one Jump Pad is [[Sapper|sapped]], the other Jump Pad is unaffected. Any friendly Engineers can remove the Sapper by destroying the Sapper on a Jump Pad. Friendly Engineers may then proceed to repair either or both ends of the Jump Pad by using his Wrench. However, since the Spy can place an infinite number of Sappers on a Jump Pad, an Engineer may not be able to fully repair it before another Sapper is placed upon it. This results in the Jump Pad being destroyed quickly with its 90 health unless the Spy is disposed of. | When one Jump Pad is [[Sapper|sapped]], the other Jump Pad is unaffected. Any friendly Engineers can remove the Sapper by destroying the Sapper on a Jump Pad. Friendly Engineers may then proceed to repair either or both ends of the Jump Pad by using his Wrench. However, since the Spy can place an infinite number of Sappers on a Jump Pad, an Engineer may not be able to fully repair it before another Sapper is placed upon it. This results in the Jump Pad being destroyed quickly with its 90 health unless the Spy is disposed of. | ||
== Strategy == | |||
The utility of the Jump Pad depends on the map and the circumstances of the team. While Teleporters enable faster movement to the frontlines, and the Jump Pad allows the Engineer to play a more versatile role, turning routes that require explosive jumps into routes that all mercenaries can traverse to. Jump Pads are also much easier to construct on the fly, a lot faster compared to Teleporters, and while initially more expensive, do not require upgrades. In addition, its ability to increase horizontal velocity partially fulfills the role of the Teleporter in getting teammates to the front lines quicker. In general, Jump Pads are more useful on defense than on offense, since the defenders are closer to their objective and therefore have little use for Teleporters. It is effective on small, open maps such as on [[Arena]] and [[King of the Hill]]. | |||
{| class="wikitable" style="text-align:center;" | |||
|+ style="text-align:center;"| Jump Pad v. Stock Teleporter | |||
|- style="text-align:left;" | |||
| <poem> | |||
➕ Uses less metal to construct and to upgrade | |||
➕ Provides verticality to all classes without fearing for fall damage | |||
➕ Does not have recharge and can be used simultaneously by allies | |||
</poem> | |||
| <poem> | |||
➖ Has less health | |||
➖ Has limited distance covered | |||
➖ Enemy Spies can still use it | |||
</poem> | |||
|} | |||
== Stomping == | == Stomping == | ||
:''Not to be confused with the <code>stomp</code> console command.'' | :''Not to be confused with the <code>stomp</code> console command.'' | ||
If a player lands on an enemy while in the middle of a jump, they will deal significant damage to that enemy and play a "stomp" sound effect. The damage dealt uses the formula < | If a player lands on an enemy while in the middle of a jump, they will deal significant damage to that enemy and play a "stomp" sound effect. The damage dealt uses the formula <math>10 + \text{fall damage} \times 3</math>. The Jump Pad's power is not high enough to stomp an enemy at an equal level with it, so the user must gain more height during the jump or have the Jump Pad built above the enemy. | ||
== Medieval Mode == | == Medieval Mode == | ||
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== Update history == | == Update history == | ||
{{Update history| | {{Update history| | ||
{{Update|2.1.0}} | |||
*Updated Jump Pads: | * Added the Jump Pad. | ||
**Jump Pads are now fully client predicted and consistent on any ping (Wonderland_War) | ** New [[Engineer]] voicelines by [https://twitter.com/GetGianni Gianni Matragrano]. | ||
**Can now be built in Medieval Mode | |||
{{Update|2.1.1}} | |||
*Increased jump height impulse to 770 (from 750) | * Fixed missing particle when landing from a jump pad as a global [[Disguise Kit|disguise]] Spy. | ||
*This addresses some inconsistencies introduced in 2.1.4 | |||
*If both Jump Pads have been built in Medieval Mode, attempting to build another now destroys the Jump Pad that is the farthest away from the player | {{Update|2.1.4}} | ||
* Updated Jump Pads: | |||
** Jump Pads are now fully client predicted and consistent on any ping (Wonderland_War) | |||
** Can now be built in Medieval Mode | |||
{{Update|2.1.5}} | |||
* Increased jump height impulse to 770 (from 750) | |||
** This addresses some inconsistencies introduced in 2.1.4 | |||
* If both Jump Pads have been built in Medieval Mode, attempting to build another now destroys the Jump Pad that is the farthest away from the player | |||
}} | }} | ||
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== Gallery == | == Gallery == | ||
<gallery> | <gallery> | ||
File: | File:concept_jump_pad.png|Concept art by {{Dev|Square}} | ||
File:concept_jump_pad_2.png|Concept art by {{Dev|Drudlyclean the Skeledude}} and {{Dev|Square}} | |||
2.0.3_sneak_peek.jpg|A teaser image from the official ''TF2C'' Twitter account, before the Jump Pad was announced. | 2.0.3_sneak_peek.jpg|A teaser image from the official ''TF2C'' Twitter account, before the Jump Pad was announced. | ||
Engie jump.jpg|A teaser image from the 2.0.3 patch notes, before the Jump Pad was announced. | Engie jump.jpg|A teaser image from the 2.0.3 patch notes, before the Jump Pad was announced. | ||