Jump Pads: Difference between revisions
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* When pressing the [[Construction PDA]] (Default key: <code>4</code>), the Engineer omits the [[Construction PDA]] and instead equips the Jump Pad-containing toolbox. | * When pressing the [[Construction PDA]] (Default key: <code>4</code>), the Engineer omits the [[Construction PDA]] and instead equips the Jump Pad-containing toolbox. | ||
** Without the said PDA, he cannot choose which Jump Pad he will deploy first. He can only instead deploy Jump Pad A first, then Jump Pad B. | ** Without the said PDA, he cannot choose which Jump Pad he will deploy first. He can only instead deploy Jump Pad A first, then Jump Pad B. | ||
* | * He cannot use the [[Destruction PDA]] to manually destroy a Jump Pad, but the Jump Pad furthest away from the player will be destroyed if both Jump Pads are built while attempting to build another. | ||
== Related Achievements == | == Related Achievements == | ||
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**Jump Pads are now fully client predicted and consistent on any ping (Wonderland_War) | **Jump Pads are now fully client predicted and consistent on any ping (Wonderland_War) | ||
**Can now be built in Medieval Mode | **Can now be built in Medieval Mode | ||
'''[[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 | |||
}} | }} | ||