Difference between revisions of "Sticky Jumper"

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(I don)
(Bugs: I pressed enter on accident last time. I don't know what causes this bug, but I can confirm it does happen sometimes while on BLU team)
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*[[Pumpkin bombs]] set off by the wielder do no self damage.
 
*[[Pumpkin bombs]] set off by the wielder do no self damage.
 
* Currently, there is a bug with the Sticky Jumper that causes the Demoman to lose 75 HP (not from his maximum HP) upon respawning at the beginning of a new round, if he had the Sticky Jumper equipped during the end of the previous round. This means a Demoman could spawn with just 25 HP instead of 100 HP.
 
* Currently, there is a bug with the Sticky Jumper that causes the Demoman to lose 75 HP (not from his maximum HP) upon respawning at the beginning of a new round, if he had the Sticky Jumper equipped during the end of the previous round. This means a Demoman could spawn with just 25 HP instead of 100 HP.
* There is an occasional bug that makes world model for the Sticky Jumper use the [[Scottish Resistance]] model.
+
* There is an occasional bug that makes world model for the Sticky Jumper use the [[Scottish Resistance]] model on BLU team.
  
 
==Trivia==
 
==Trivia==

Revision as of 20:04, 30 November 2010

It's a fine thing, lads, heheh.
The Demoman on Sticky Jumping training techniques.

The Sticky Jumper is a training weapon for the Demoman class, replacing and appearing identical to the Stickybomb Launcher.

As a training item, this weapon fires stickies that do no damage to the player or enemies but still inflict knockback on the player. This allows players to freely practice sticky jumping. The ammo count is also tripled, giving the user forty eight extra sticky mines, though the Demoman's health is reduced by 75 points. Also, the user takes no damage from grenades shot from their own Grenade Launcher.

Damage

See also: Damage
  • Effect: The Sticky Jumper renders the user incapable of harming themselves with explosive damage, while incapable of doing damage.

Function Times

  • Attack Interval: 0.6
  • Reload Base: 1.09
  • Additional Reload: 0.67
  • Sticky Bomb Initialization: 0.92
  • Time to Fully Charge: 4.00

Reload base is the time it takes to reload the first ammo. Additional reload is the time it takes to reload each ammo after the first. Sticky bomb initialization is the time from when the sticky bomb leaves your weapon to when you're allowed to detonate it. All times are in seconds. Times are approximate and determined by community testing.


Blueprint

Scrap Metal [[Demoman Token|Template:Dictionary/items/demoman token]] [[Primary Token|Template:Dictionary/items/primary token]] Possible Results
Item icon Scrap Metal.png + Token demo large.png + Token primary large.png =
Item icon Sticky Jumper.png Item icon Scottish Resistance.png Item icon Chargin' Targe.png

Note: The blueprint for the Sticky Jumper is also used for crafting either the Scottish Resistance or Chargin' Targe, therefore there's a 33% chance of getting any of these three weapons.

Previous Changes

October 28, 2010 Patch

  • A bug that allowed stickies launched by the Sticky Jumper to cause damage is fixed.
  • Before the patch, equipping the Sticky Launcher multiplied the Grenade Launcher's carried ammo instead of the Sticky Launcher's ammo.

November 19, 2010 Patch

  • The Stickybomb Jumper can now be gift wrapped

Bugs

  • Pumpkin bombs set off by the wielder do no self damage.
  • Currently, there is a bug with the Sticky Jumper that causes the Demoman to lose 75 HP (not from his maximum HP) upon respawning at the beginning of a new round, if he had the Sticky Jumper equipped during the end of the previous round. This means a Demoman could spawn with just 25 HP instead of 100 HP.
  • There is an occasional bug that makes world model for the Sticky Jumper use the Scottish Resistance model on BLU team.

Trivia

Gallery

See also