Difference between revisions of "Slowdown"

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===Weapon Slowdown Uses===
 
===Weapon Slowdown Uses===
There are many uses for the slowdown effect on weapons; the first and most obvious use would be diminishing your opponent's ability to flee from a fight. In the case of the Shortstop, the opposite can be applied. The slowdown effect from the Shortstop can help the Scout escape from a lethal situation by slowing down his pursuers.  Slowdown can also be used to prevent enemy players from jumping to strategic points on the map; a player hit with a slowdown mid-air will lose almost all momentum, falling short of his intended destination. Sometimes, this can even cause an environmental death. Another use is denying a [[Demoman]] of his charge. Any Demoman using his [[Chargin' Targe]] that is hit by a slowdown will instantly slowed down to a crawl, preventing him from charging to his target. This is especially useful for Heavies with a Natascha, whom might otherwise have trouble avoiding the charge.
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The first use of the slowdown effect would be to diminish your opponent's ability to flee from a fight, allowing you or your teammates to finish them off. The slowdown effect will also cause airborne targets to lose momentum, perhaps preventing them from jumping across certain gaps. Defensively, the slowdown effect can be used to prevent certain enemies, such as Pyros or Demomen with the [[Chargin' Targe]], from coming too close to you. The Scout may escape from a lethal situation by using the Shortstop to slow his pursuers.
  
 
==Weapon Penalty==
 
==Weapon Penalty==

Revision as of 09:56, 5 December 2010

What da hell's goin' on?
The Scout on being slowed down
Natascha.png

Slowdown or Slow is a gameplay mechanic that decreases the speed of a player for a set time. This can be either given as a detriment for using an item, or as a method of attack delivered by a weapon.


Falloff

The Slowdown effect has no falloff, meaning it will slowdown affected players at any distance. The effects of bullet spread, however, means that it is more difficult to slowdown players further away.

Weapon Effect

Even though the two weapons use the same mechanic, they are implemented in two different ways. The difference is that the Shortstop's effect has a changed time period, as well as the scaling of speed.

Natascha

Killicon natascha.png

On Hit: 100% chance to slow target

Every bullet that hits the player will slow them down to approximately 113 Hammer Units per second. All affected people are slowed to that speed, regardless of their normal running speed.

Shortstop

Killicon shortstop.png

Slow target movement by 40% for 0.5s

The target is slowed down by 40% of their max speed for 0.5 seconds. Unlike Natascha, this speed effect is scaled by their max speed. The Shortstop lacks a constant rate of fire, so that the slowdown cannot be constantly applied, meaning the effect is more subtle.

Sandman

Killicon sandman ball.png

Launching the baseball by using the Sandman's secondary fire can stun the target. The stunned target will slow down in speed and cannot use any weapon during the stun effect. If the baseball is launched at max ranged distance, the victim will be completely immobile and cannot move at all for a few seconds.

Weapon Slowdown Uses

The first use of the slowdown effect would be to diminish your opponent's ability to flee from a fight, allowing you or your teammates to finish them off. The slowdown effect will also cause airborne targets to lose momentum, perhaps preventing them from jumping across certain gaps. Defensively, the slowdown effect can be used to prevent certain enemies, such as Pyros or Demomen with the Chargin' Targe, from coming too close to you. The Scout may escape from a lethal situation by using the Shortstop to slow his pursuers.

Weapon Penalty

Scotsman's Skullcutter

Killicon scotsman's skullcutter.png

-15% movement speed on wearer

Currently, the Demoman's 'Scotsman's Skullcutter' is the only weapon to have Slowdown as a weapon penalty. When added to the loadout, the Demoman's movement speed is lowered from 280 units per second (93% of normal speed) to 238 units per second (78% of normal speed), rendering him only marginally faster than a Heavy. This effect is constant, so long as the Skullcutter remains in the Demoman's loadout.

Environmental Slowdowns

Scared

Ghost Yikes!.png

On the map Harvest Event, there will occasionally be a ghost belonging to Zepheniah Mann wandering around certain areas of the map. If any players are near the ghost, they will be frightened and have their movement speed reduced. The Horseless Headless Horsemann in Mann Manor has a similar effect.

Related Achievements

Heavy

Don't Touch Sandvich
Don't Touch Sandvich
Kill 50 Scouts using Natascha.


Scarechievements

Scared Stiff
Scared Stiff
Kill a player scared by a ghost.