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Jump Pads: Difference between revisions

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{{Quotation|'''Jump Pad''' publicity blurb|Engineers can now switch out their Teleporters for two Jump Pads! Instead of being disassembled and reassembled on the atomic level, teammates can super-jump into battle, covering the same kind of height and distance you'd expect from a perfect rocket jump. One-way drops are now two-way opportunities, explosive jumpers' shortcuts are now valid flank routes, and "I can't focus on keeping my Teleporters up!" is now a piss-poor excuse not to play Engineer.}}
{{Quotation|'''Jump Pad''' publicity blurb|Engineers can now switch out their Teleporters for two Jump Pads! Instead of being disassembled and reassembled on the atomic level, teammates can super-jump into battle, covering the same kind of height and distance you'd expect from a perfect rocket jump. One-way drops are now two-way opportunities, explosive jumpers' shortcuts are now valid flank routes, and "I can't focus on keeping my Teleporters up!" is now a piss-poor excuse not to play Engineer.}}


'''Jump Pads''' are a type of [[building]] that can be constructed by the an [[Engineer]] using the [[Construction PDA|PDA: Jump Pad]], replacing his ability to build a [[Teleporter]]. The [[Engineer]] can construct two Jump Pads that work independently of each other, emitting wind particles, a team-colored glow, and a constant whirring noise while active. Each Jump Pad requires 70 metal to build, have 90 health each, and cannot be upgraded. Hitting a Jump Pad with the [[Wrench]] will repair damage and speed up construction as usual. They can be constructed underwater, but will not function, showing a message saying they are flooded.
'''Jump Pads''' are a type of [[building]] that can be constructed by the an [[Engineer]] using the [[Construction PDA|PDA: Jump Pad]], replacing his ability to build a [[Teleporter]]. The [[Engineer]] can construct two Jump Pads that work independently of each other, emitting wind particles, a team-colored glow, and a constant whirring noise while active. Each Jump Pad requires 70 metal to build, have 90 health each, and cannot be upgraded. Hitting a Jump Pad with the [[Wrench]] will repair damage and speed up construction as usual. They can be constructed in [[water|deep water]], but will not function, showing a message saying they are flooded. If they are constructed in shallow water, they will function as normal.


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 rocket jump. 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. Compared to the Teleporter, the cooldown on the Jump Pad is significantly shorter, so players are able to use it in short succession. The Jump Pad also works even during situations 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. The user can continually hold the jump button to constantly receive the Jump Pad boost. The user also does not take fall damage from the boost.
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 rocket jump. 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. Compared to the Teleporter, the cooldown on the Jump Pad is significantly shorter, so players are able to use it in short succession. The Jump Pad also works even during situations 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. The user can continually hold the jump button to constantly receive the Jump Pad boost. The user also does not take fall damage from the boost.