Jump Pads: Difference between revisions
From TF2 Classified Wiki
More actions
Ratboy Slim (talk | contribs) mNo edit summary |
Ratboy Slim (talk | contribs) Added stomp formula |
||
| Line 8: | Line 8: | ||
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 cooldown is per-user and not per Jump Pad, meaning multiple users will not affect each others usage, and using two Jump Pads will not circumvent the users 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 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 cooldown is per-user and not per Jump Pad, meaning multiple users will not affect each others usage, and using two Jump Pads will not circumvent the users 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 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. | ||
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 one Jump Pad is sapped, the other Jump Pad is unaffected. A counter on the HUD tells the builder how many players, including the builder, have used it to jump. 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 Jump Pad power is not high enough to stomp an enemy at equal level with it, and so the user must gain more height during the jump, or have the jump pad built above the enemy. In addition, users of the Jump Pad who are on fire will have their [[afterburn]] extinguished. | 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 one Jump Pad is sapped, the other Jump Pad is unaffected. A counter on the HUD tells the builder how many players, including the builder, have used it to jump. 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 <code>10 + (velocity * 60) * 3</code>, where velocity must be greater than 650 hammer units. The Jump Pad power is not high enough to stomp an enemy at equal level with it, and so the user must gain more height during the jump, or have the jump pad built above the enemy. In addition, users of the Jump Pad who are on fire will have their [[afterburn]] extinguished. | ||
The utility of the Jump Pad depends on the map and the circumstances of the team. While [[Teleporters]] enable faster movement to the frontline, the Jump Pad allows the Engineer to play a more versatile role, turning routes that require explosive jumps into routes that all players can use. In addition, its ability to give increased horizontal velocity partially fulfills the role of the Teleporter in getting teammates to the front lines quicker. | The utility of the Jump Pad depends on the map and the circumstances of the team. While [[Teleporters]] enable faster movement to the frontline, the Jump Pad allows the Engineer to play a more versatile role, turning routes that require explosive jumps into routes that all players can use. In addition, its ability to give increased horizontal velocity partially fulfills the role of the Teleporter in getting teammates to the front lines quicker. | ||