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 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 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. The [[Engineer]] can construct up to two Jump Pads, '''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." | '''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. 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 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]]. | 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]]. | ||