Difference between revisions of "Water"

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[[Image:Hydro_CP_raised_water_shallow.jpg|thumb|Shallow water in [[Hydro]]]]
 
[[Image:Hydro_CP_raised_water_shallow.jpg|thumb|Shallow water in [[Hydro]]]]
 
[[Image:2fort_bridge_water.jpg|thumb|Deep water under [[2Fort]]'s bridge]]
 
[[Image:2fort_bridge_water.jpg|thumb|Deep water under [[2Fort]]'s bridge]]
Deep water allows a character to fully submerge and swim around. Immersion in deep water will negate the [[Afterburn]] and [[Jarate]] effects instantly. Some maps feature submerged routes into the enemy base which offer a sneakier way to the opposing team's base for the attackers as these are often poorly covered in comparison to the more direct entrances. Like shallow water, deep water also negates [[fall damage]].
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Deep water allows a character to fully submerge and swim around. Immersion in deep water will negate the [[Fire|Afterburn]] and [[Jarate]] effects instantly. Some maps feature submerged routes into the enemy base, which are often poorly defended in comparison to ground-level entrances. Like shallow water, deep water also negates [[fall damage]].
  
In addition, [[Engineer]]s can construct [[buildings]] underwater just like on land. Due to the low visibility of submerged objects, deep water is ofter a great spot to place [[Teleporter]]s or a [[Sentry Gun]] for some effective surprise kills.
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In addition, [[Engineer]]s can construct [[buildings]] underwater just like on land. Due to the low visibility of submerged objects, deep water is ofter a great spot to place a [[Teleporter]] or a [[Sentry Gun]].
  
Remaining submerged in water for too long, however, will cause the player to drown. While drowning, the player will experience a periodic loss of heath and will flinch (Such as with [[Bleeding]] and Afterburn). To negate this, the player must reach the surface, where the health lost due to drowning regenerates over time. Standing next to a [[Dispenser]] or being healed by a [[Medic]] will restore the player's health faster than the drowning damage, therefore enabling a player to remain underwater indefinitely.
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Remaining submerged in water for too long will cause the player to drown. While drowning, the player will experience a periodic loss of heath and will flinch (such as with [[Bleeding]] and Afterburn effects). To negate this the player must reach the surface, where the health lost due to drowning regenerates over time. Standing next to a [[Dispenser]] or being healed by a [[Medic]] will restore the player's health faster than it is lost due to drowning.
  
Deep water has several other disadvantages:
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Deep water has several disadvantages:
 
*Swimming in deep water will decrease the maneuverability of all classes, making them vulnerable targets for enemies who have the advantage of higher ground or more suitable weapons.  
 
*Swimming in deep water will decrease the maneuverability of all classes, making them vulnerable targets for enemies who have the advantage of higher ground or more suitable weapons.  
 
*Surfacing on the water can affect vision, making aiming difficult. To counter this, fully submerge, especially if battling a submerged opponent.
 
*Surfacing on the water can affect vision, making aiming difficult. To counter this, fully submerge, especially if battling a submerged opponent.

Revision as of 00:00, 13 October 2010

Water can be found in many maps as a terrain feature and as a gameplay element. There are two types of water: shallow and deep. Shallow water will absorb the impact from a fall, and reveal the footsteps of Spies (which will also be more audible). It is otherwise a cosmetic part of the game.

Shallow water in Hydro
File:2fort bridge water.jpg
Deep water under 2Fort's bridge

Deep water allows a character to fully submerge and swim around. Immersion in deep water will negate the Afterburn and Jarate effects instantly. Some maps feature submerged routes into the enemy base, which are often poorly defended in comparison to ground-level entrances. Like shallow water, deep water also negates fall damage.

In addition, Engineers can construct buildings underwater just like on land. Due to the low visibility of submerged objects, deep water is ofter a great spot to place a Teleporter or a Sentry Gun.

Remaining submerged in water for too long will cause the player to drown. While drowning, the player will experience a periodic loss of heath and will flinch (such as with Bleeding and Afterburn effects). To negate this the player must reach the surface, where the health lost due to drowning regenerates over time. Standing next to a Dispenser or being healed by a Medic will restore the player's health faster than it is lost due to drowning.

Deep water has several disadvantages:

  • Swimming in deep water will decrease the maneuverability of all classes, making them vulnerable targets for enemies who have the advantage of higher ground or more suitable weapons.
  • Surfacing on the water can affect vision, making aiming difficult. To counter this, fully submerge, especially if battling a submerged opponent.
  • If a Cloaked Spy leaves a body of water, water will drip off the Spy for a short period and reveal his presence to the enemy. Likewise, if a Spy attempts to Cloak while underwater, the bubbles they make can still be seen.
  • Pyros firing the Flamethrower/Backburner or Flare Gun underwater will deal no damage whatsoever. Additionally, Pyros are unable to use the airblast ability.
  • The Demoman's grenades and sticky bombs will travel slower and shorter underwater due to the physical effects of the water on the projectiles.
  • The Sniper can neither draw nor fire his Huntsman underwater.
  • The Scout cannot use his Sandman's baseball underwater.
  • The Heavy's Sandvich/Dalokohs Bar and the Scout's Bonk! Atomic Punch/Bonk! Crit-a-Cola cannot be consumed underwater.
  • The Cloak and Dagger cannot recharge while cloaked underwater.
  • You cannot Taunt while underwater.

Maps with water

  • 2Fort – Pool of water beneath the bridge.
  • Well (CP, CTF, Arena) – Deep water channels outside the team's buildings consisting of underwater routes connecting each team's base building to the central train house building. The CTF version is similar to the CP version except the route to the central building is removed with the building itself. The Arena version features a small pool adjacent to the central building which offers a quick route to the central point.
  • Freight – Two large bodies of water connect from the exits of RED and BLU's buildings under the main buildings to a small pool on the other side of the midpoint, allowing for flanking and an easy way around the trains.
  • Hydro – Shallow water in the Dam and Warehouse territories.
  • Pipeline – In Stage 3, a small canal beneath the Payload tracks has deep water.
  • Ravine – At the lower side of the map underneath the tall large building, there can be found deep water, in the small alcove.
  • Badlands (Arena) – Beneath the small concrete bridges to the left of the spawn rooms.
  • Double Cross – Deep water is found beneath the drop hatches of the spawn rooms.
  • Sawmill (Arena, KOTH, CTF) – Large bodies of deep water found at the Lumbershack and Waterfall areas of the map.

Related Achievements

Scout

64px The Cycle

In a single life, kill an enemy while you are on the ground, in the air, and in the water.

Pyro

Baptism by fire.png Baptism by Fire

Force 10 burning enemies to jump into water.

Plan b.png Plan B

Kill 10 enemies while you're both underwater.

Heavy

Krazy Ivan.png Krazy Ivan

Kill 50 enemies while both you and your victim are underwater.