Difference between revisions of "Fall damage"

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It is important to note that fall damage can be negated by utilizing abilities such as [[double jump]]ing, [[sticky jump]]ing or [[rocket jump]]ing near the end of the fall, as this essentially resets the vertical travel distance. The splash damage dealt by explosives used to cancel the fall, however, could result in delivering further damage to the player. No such problem exists with training weapons such as the [[Rocket Jumper]].
 
It is important to note that fall damage can be negated by utilizing abilities such as [[double jump]]ing, [[sticky jump]]ing or [[rocket jump]]ing near the end of the fall, as this essentially resets the vertical travel distance. The splash damage dealt by explosives used to cancel the fall, however, could result in delivering further damage to the player. No such problem exists with training weapons such as the [[Rocket Jumper]].
  
Certain map areas are intentionally affixed to instantly kill the player with severe fall damage, regardless of health status at the time.
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[[Environmental_death#Pitfalls|Certain map areas]] are intentionally affixed to instantly kill the player with severe fall damage, regardless of health status at the time.
  
 
Deaths resulting from fall damage generally occur when a wounded player takes a large leap and miscalculates the risk. As such, upon reaching a surface and receiving fall damage, the player's class will [[ragdoll]] with the accompanying bone crunching sound. Players can also use fall damage to their advantage, as they can push the enemy off the edge and earn a kill, without having to go into direct combat. This is most useful to [[Pyro]]s, who can ignite their enemies and airblast them off an edge or into another environmental hazard.
 
Deaths resulting from fall damage generally occur when a wounded player takes a large leap and miscalculates the risk. As such, upon reaching a surface and receiving fall damage, the player's class will [[ragdoll]] with the accompanying bone crunching sound. Players can also use fall damage to their advantage, as they can push the enemy off the edge and earn a kill, without having to go into direct combat. This is most useful to [[Pyro]]s, who can ignite their enemies and airblast them off an edge or into another environmental hazard.

Revision as of 19:01, 24 January 2012

Tf demoman environmental kill.png
Ooooh, I've realllly hit rock bottom.
The Demoman

Fall damage is a type of damage that is only applied when a player falls from a certain height.

Fall damage is calculated as being proportional to the vertical distance travelled by the player before they hit a horizontal surface. As such, the greater the distance from the ground at the start of the drop, the greater the amount of damage given. Fall damage is accompanied by a distinct 'bone crunching' sound that serves to indicate the player has been injured from the fall. Other players will also see a blood particle effect from the damaged player.

Players that attempt to crouch during the fall will inadvertently suffer more damage than if they had remained standing upright. This is because crouching results in the player's bounding box becoming smaller and therefore higher off the ground. This creates a greater height distance between the character and the ground. Conversely, a player who crouches just before leaving a ledge surface who then proceeds to stand in mid-air will have shortened his potential fall distance.

It is important to note that fall damage can be negated by utilizing abilities such as double jumping, sticky jumping or rocket jumping near the end of the fall, as this essentially resets the vertical travel distance. The splash damage dealt by explosives used to cancel the fall, however, could result in delivering further damage to the player. No such problem exists with training weapons such as the Rocket Jumper.

Certain map areas are intentionally affixed to instantly kill the player with severe fall damage, regardless of health status at the time.

Deaths resulting from fall damage generally occur when a wounded player takes a large leap and miscalculates the risk. As such, upon reaching a surface and receiving fall damage, the player's class will ragdoll with the accompanying bone crunching sound. Players can also use fall damage to their advantage, as they can push the enemy off the edge and earn a kill, without having to go into direct combat. This is most useful to Pyros, who can ignite their enemies and airblast them off an edge or into another environmental hazard.

The Soldier can also use fall damage offensively, but in a very different fashion. While wearing the Mantreads, a player can attempt to land on an opposing player after falling from a height sufficient to inflict fall damage. If they succeed, the resulting fall damage is tripled, and inflicted on the opponent the player landed on. They will receive no self fall damage if they hit a player, but still will take damage if hitting a surface.


Damage values

Note: damage values are approximate and have been determined by community testing.

Height (units) 256 320 384 448 512 576 640 704 768 832 896 960 1024 1088 1152 1216 1280 1344 1408 1472 1536
Damage 0 30 37 49 53 55 57 59 60 62 64 66 69 71 72 74 78 79 80 82 83
Height (units) 1600 1664 1728 1792 1856 1920 1984 2048 2112 2176 2240 2304 2368 2432 2496 2560 2624 2688 2752 2816 2880
Damage 84 85 96 97 98 99 100 101 102 103 104 108 111 112 113 114 115 120 122 124 125

Graph

Originally sourced from this document.

File:Fall Damage Graph.png

Related achievements

Leaderboard class medic.png Medic

Medical Intervention
Medical Intervention
Save a falling teammate from dying on impact.


Gallery

See also: List of kill icons
Killicon skull.png
 Scout fell to a clumsy, painful death