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Jump Pads: Difference between revisions

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{{Quotation|'''Jump Pad''' [https://tf2classic.com/fight_or_flight/day1 promotional 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''' [https://tf2classic.com/fight_or_flight/day1 promotional 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]], added in the [[Fight or Flight]] Update, and replace his ability to build a [[Teleporter]]. It is a circular, team-colored pad with an electronic fan covered by a net that constantly blows a current of air. 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, has 90 health, 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.
'''Jump Pads''' are a type of [[building]] that can be constructed by the an [[Engineer]] using the [[Construction PDA|PDA: Jump Pad]], added in the [[Fight or Flight]] Update, and replace his ability to build a [[Teleporter]]. It is a circular, team-colored pad with an electronic fan covered by a net that constantly blows a current of air. The [[Engineer]] can construct two Jump Pads ('''Jump Pad A''' and '''Jump Pad B''') 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, has 90 health, 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 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.
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 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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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.
== Medieval Mode ==
The Engineer has access to Jump Pads on [[Medieval Mode]] since version [[2.1.4]], which is the only building allowed to deploy. However, there are differences in this mode:
* When pressing the <code>4</code> key, the Engineer omits the [[Construction PDA]] and instead instantly holds the Jump Pad-containing toolbox for deployment.
** Because of the absence of the said PDA, the Engineer cannot choose which Jump Pad he will deploy first. He instead will deploy Jump Pad A first, then Jump Pad B.
* The Engineer still can't use the [[Destruction PDA]] to destroy a Jump Pad.


== Related Achievements ==
== Related Achievements ==
{{Achievement table|
{{Achievement table|
{{Achievement|achievement_jumppad_stomp}}
{{Achievement|achievement_jumppad_stomp}}
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{{Achievement|achievement_jumppad_progression_assist}}
{{Achievement|achievement_jumppad_progression_assist}}
{{Achievement|achievement_jumppad_progression_destroyed}}
{{Achievement|achievement_jumppad_progression_destroyed}}
}}
== Update history ==
{{Update history|
'''[[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
}}
}}