Projectiles

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Projectiles, unlike hitscan bullets, do not travel instantaneously across the map but rather at a preset speed, differing depending on the projectile, and are often subject to engine physics. Projectiles use a large hitbox shared by all classes to judge contact, the same as that used by melee weapons, other players, and the environment. The damage of a projectile is usually determined by the distance the target is from the attacker upon collision or, alternatively, from the spot said attacker was at upon death. Many projectiles have unique properties, which differ depending on the weapon. Projectiles are not affected by lag compensation. Maps are coded so that at the edge of their area projectiles disappear.

A Heavy's dropped Sandvich; pieces of destroyed Stickybombs, buildings, and Sappers; and dropped weapon pickups from dead players are not considered projectiles. Although they are launched and subject to engine physics, they have different properties.

Special projectiles

The properties of projectiles differ depending on the weapon that fired them. Projectiles often damage on contact like a hitscan bullet. Alternatively, many projectiles generate explosions upon contact, or in the case of the Demoman, generate explosions and destroy themselves when a certain time has passed (in the case of grenades) or at the Demoman's cue (in the case of Stickybombs). All projectiles except rockets and energy blasts are subject to gravity and fall downward. The damage of the projectiles that are fired from the Demoman's weapons (after five seconds, in the case of stickybombs), the Flare Gun, the Detonator, the Manmelter a level 3 Sentry Gun, and the Huntsman are not affected by distance; however, the Crusader's Crossbow has an inverted damage falloff (which means damage and healing increase by distance). Certain projectiles apply effects upon contact. The baseballs launched by the Sandman apply a stunning effect, while the Wrap Assassin's bauble inflicts bleed, and flares set enemies on fire. Jarate and Mad Milk do not deal damage at all, but instead apply their respective effects to enemies, temporarily remove the Cloaking ability from Spies, and put out fires within their splash radius. The Blutsauger and Black Box restore health to the firing Medic or Soldier on a hit, and the Crusader's Crossbow heals and damages a teammate or enemy respectively. The Huntsman can also be made to apply the fire effect when ignited. Note that effects are not applied when the target is ÜberCharged by a Medi Gun.

Stickybombs adhere to the environment, but bounce off spawn walls, players, and certain other objects. Arrows stick to players and the environment, but only cosmetically; syringes also cosmetically stick to the environment. Rockets from a level 3 Sentry Gun track targets slightly and circle each other in flight; the cluster of four is considered a single object.

Flames

Main article: Fire

Flames are large, damage-dealing, player-igniting 'particles' fired from the Pyro's primary weapons: the Flamethrower, Backburner, Degreaser,Rainblower, and Phlogistinator. They use the projectile hitbox to judge contact, like projectiles, but do not have a visible model, have both a limited lifetime and a maximum distance, and have their damage largely determined by time since fired rather than distance. Also unlike projectiles, flames do not stop when they collide with players or buildings, but instead continue moving and dealing damage to other objects until their maximum lifespan is reached. Flames also do not make contact with the environment; however they will not deal damage should the center of the particle first pass through the environment or through water. Flames have a "negative" curve that cause them to drift upward, and their momentum is partially determined by the firing Pyro's movement. Both the Righteous Bison and the Pomson 6000 fire a mass of flame particles instead of a normal projectile, and use the particle hitboxes. However, unlike 'usual' flame particles, their shots do not light targets on fire and have no set lifetime. As such, they are able to light Huntsman arrows , cannot be reflected and penetrate targets.

Explosions

Explosions are instantly damaging splash effects produced by projectiles (and the Kamikaze taunt and Ullapool Caber melee weapon), that usually have significant knock back. They also use the projectile hitbox. The knock back, size, and damage of explosions vary depending on the projectile that generates them. Explosions cannot pass through walls, and thus conform their shape to the shape of their surroundings. They deal damage and knock back proportional to the amount of hitbox encompassed in their radius and the distance between their origins and the midpoints of affected players. Explosions can hit the player that fired them, which may be used to augment jumping.

The compression blast and splash effects from Jarate and Mad Milk are sometimes classified as explosions, and have similar properties, conforming to walls in the same way.

Explosions (with the exception of the Scottish Resistance) will not destroy stickybombs but will knock them away.

Syringes

Syringes, fired by the Syringe Gun, the Blutsauger and the Overdose, are the only projectile amongst Stock weapons that cannot be destroyed or reflected by other projectiles or a compression blast. They also deal bullet damage (therefore inflicting bonus damage to enemies with a weakness to bullets and disarming Stickybombs), which is also unique amongst projectiles.

Other properties of projectiles

The compression blast ability of the Pyro's primary weapons can reflect all projectiles except syringes. With the exception of Stickybombs, once reflected, projectiles switch ownership to the Pyro who reflected them and deal Mini-Crit damage on enemies they hit. Baseballs from the Sandman can be reflected by a well-timed swing with the Sandman.

The Huntsman's arrows critically headshot when they pierce a particular area of the projectile hitbox that is shared by all classes, although the Crusader's Crossbow, which shares the same projectile, does not. The Backburner Crits when attacking an area behind of the hitbox. The flares from a Flare Gun deal Critical hits on burning players.

When colliding in mid-air, Critical projectiles and arrows destroy other projectiles. Flares can destroy other flares. Stickybombs can be destroyed by bullets, syringes, melee weapons, or Scottish Resistance's stickybombs, dropping ammo.

Projectiles

List of projectiles
Projectile Weapon Speed (HU/s) Arcs Sticks Reflect? Destroyed by
Arrow proj.png
Arrow
Leaderboard class sniper.png Huntsman
1800
2600
Pictogram tick.png Yes Pictogram tick.png Yes Pictogram tick.png Yes Arrows
Short Circuit
Leaderboard class medic.png Crusader's Crossbow
2400
Sandman Baseball.pngFestive ornament red.png
Baseball / Bauble
Leaderboard class scout.png

Sandman
Wrap Assassin

3000
Pictogram tick.png Yes Pictogram cross.png No Pictogram tick.png Yes Short Circuit
Large energy blast Leaderboard class soldier.png Cow Mangler 5000
1000
Pictogram cross.png No Pictogram cross.png No Pictogram tick.png Yes Short Circuit
Small energy blast Leaderboard class soldier.png Righteous Bison
1188
Pictogram cross.png No Pictogram cross.png No Pictogram cross.png No Nothing
Leaderboard class engineer.png Pomson 6000
Flare proj red.pngDetonator proj red.png
Flare
Leaderboard class pyro.png

Flare Gun
Detonator
Scorch Shot

2000
Pictogram tick.png Yes Pictogram cross.png No Pictogram tick.png Yes Arrows
Short Circuit
Manmelter
3000
Pictogram tick.png Bug
Grenade proj red.png
Grenade
Leaderboard class demoman.png Grenade Launcher
1215–1220
Pictogram tick.png Yes Pictogram cross.png No Pictogram tick.png Yes Short Circuit
Loch-n-Load
1510–1525
Jarate.pngMad Milk.png
Jar
Leaderboard class sniper.png
Leaderboard class scout.png

Jarate
Mad Milk

 925–935
Pictogram tick.png Yes Pictogram cross.png No Pictogram tick.png Yes Arrows
Short Circuit
Rocket.pngMonoculus proj.png
Rocket
Leaderboard class soldier.png

Rocket Launcher
Black Box
Rocket Jumper
Original

1100
Pictogram cross.png No Pictogram cross.png No Pictogram tick.png Yes Arrows
Short Circuit
Direct Hit
1980
Liberty Launcher
1540
Monoculus angry.png MONOCULUS
330
1100
Leaderboard class engineer.png Sentry Gun (level 3)
1100
Unknown
Sticky proj red.pngScores proj red.pngSticky Jumper bomb RED.png
Stickybomb
Leaderboard class demoman.png

Stickybomb Launcher
Scottish Resistance
Sticky Jumper

920–925
2405–2410
Pictogram tick.png Yes Pictogram neutral.png To world Pictogram tick.png Yes In air:
Short Circuit
On surface:
Bullets
Melee weapons
Syringes
SR Stickybombs
Short Circuit
RED Syringe Gun Ammo.png
Syringe
Leaderboard class medic.png

Syringe Gun
Blutsauger
Overdose

1000
Pictogram tick.png Yes Pictogram neutral.png To world Pictogram cross.png No Nothing

See also