Talk:Sticky Jumper

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Revision as of 19:30, 1 June 2012 by Hinaomi (talk | contribs) (Intelligence Carrying)
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Availability?

"Drop?" Can this be verified, or is it a typo? -- En Ex (talk) 20:40, 1 November 2010 (UTC)

I belive it is a typo, as no drops have been reported to my knowledge. I'll edit the wiki so it dosen't report they drop. Jeff AndonutsJEFF used Bottle Rocket! 02:13, 3 November 2010 (UTC)

Cleanup

Does this still need the cleanup tag? Doesn't look to bad to me. --CruelCow 23:46, 6 November 2010 (UTC)

Kill Icons

How come I cannot remove the kill icon in the weapon description box (this also applies to the Rocket Jumper)? If anyone is curious, there was a little discussion at Talk:Weapons#Jumper Weapons about the same subject but for the Weapons page. Psychopath 21:12, 16 November 2010 (UTC)

No need to remove kill icon now. If you don't trust me, try to lay 4 or more sticky on ground, change weapon and kill yourself with them. Hinaomi 00:58, 5 September 2011 (PDT)
I'll test this right now, one moment - 6vKcd.pngnixshadow (t|c) 01:00, 5 September 2011 (PDT)
The self-blast damage immunity is only active when you have the Sticky Jumper equipped, so if you switch weapons they can hurt you. I found that out the hard way =( » Cooper Kid (blether·contreebs) 03:21, 5 September 2011 (PDT)

Tradability

  • I made a note of this on the Rocket Jumper Discussion Page, but if successfully crafted (not purchased), will it be fully tradable? If so, then it should be noted. Sonic Nova 15:49, 16 November 2010 (UTC)
    • Yes it canJem 10:12, 18 November 2010 (UTC)

bug + eyelander

if you have the bug + eyelander + sticky jumper you get 0 health? Jem 17:39, 18 November 2010 (UTC)

That would be dangerous, you would always be stuck at the spawn room. Shock394 00:00, 27 November 2010 (UTC)

Bug with Ullapool Caber

If you have this equipped with the ullapool caber then the caber's explosion does not damage you. Bujeebus 02:04, 28 January 2011 (UTC)

What bug would you be refering to good sir?This is a Signature 16:12, 7 January 2011 (UTC)
The one I just stated? or are you saying this isn't a bug? Bujeebus 02:04, 28 January 2011 (UTC)
the Sticky Jumper blocks all self damage. It's part of the weapon. Grenade damage is also blocked. Balladofwindfishes 02:05, 28 January 2011 (UTC)
I don't believe it's a bug. The Sticky Jumper's attributes clearly state No self inflicted blast damage taken. -- Netshroud Killicon backstab.png (talk | contribs) 02:06, 28 January 2011 (UTC)

Sorry for the post, didn't realize that the page already says this. Sorry for the waste of time. Mssive Mountain of Hat 02:08, 28 January 2011 (UTC)

  • There we go. Valve takes it off. Useless. SandeProElite 12:19, 1 July 2011 (PDT)

Texture update

How about some pics of training stickies? Edikkisin 13:58, 15 September 2011 (PDT)

!

OMG THIS LOOKS FREAKIN' AWESOME!!! --Scout Decal Black.png ScoutKast 17:29, 15 September 2011 (PDT)

That's... great. It does =) » Cooper Kid (blether·contreebs) 18:14, 15 September 2011 (PDT)
Glad you agree :) --Scout Decal Black.png ScoutKast 23:22, 15 September 2011 (PDT)
Hey, while I share your enthusiasm for the change in appearance, the discussion page for the article isn't the best place to gush; might I recommend the Steam TF2 forum? ButteredToast 20:24, 15 September 2011 (PDT)

Still considered a training weapon?

Seems like a regular weapon to me after yesterday's patch. Balladofwindfishes 07:10, 16 September 2011 (PDT)

It can't do damage to enemies, I'd still say this is a training weapon. SS2R 07:12, 16 September 2011 (PDT)
Sandvich can't do damage either. Balladofwindfishes 07:15, 16 September 2011 (PDT)
Yeah, but at least it does SOMETHING. This does nothing, and that's it's selling point. SS2R 07:24, 16 September 2011 (PDT)
Let's not go down that route of argument. The description clearly states:
A special no-damage stickybomb launcher for learning stickybomb jump tricks and patterns.
— Sticky Jumper

Ergo, it's for learning, and you learn through training. i-ghost 07:18, 16 September 2011 (PDT)

One could use this to move extremely fast through map and thus making it strategyweapon. I personally consider this as much weapon as Alibaba booties. -- Keisari BottleScreen.png 07:29, 16 September 2011 (PDT)
That's my reasoning also. I used it all morning as a real weapon and did very well flying around the map getting to the next point very quickly. Balladofwindfishes 07:31, 16 September 2011 (PDT)
Good for you. That still doesn't change the description text. We didn't consider it a weapon back when the stats were similar to what they were now, so why should it be considered a weapon now? Because you exploited it? That's anecdotal evidence at best. The Wiki won't categorise based on your subjective view on how to use the item; the description states it is a learning/training weapon, that's how it will be treated. i-ghost 07:53, 16 September 2011 (PDT)
Alright, I was just checking to see if anyone thought we should remove the "as a training weapon" from the opening paragraph. Guess not. Balladofwindfishes 07:58, 16 September 2011 (PDT)
'Do no harm.'
— Solemn Vow
Packs a devastating punch with a hint of Mars dust.
— The Maul
Improves upon Mother Nature's original design for volcanos by increasing their portability. Modern science is unable to explain exactly where the lava is coming from.
— Sharpened Volcano Fragment
If it does not change ingame attributes, the description is not almighty -- Keisari BottleScreen.png 09:17, 16 September 2011 (PDT)
They've removed the stat which causes the user to take more damage from enemy weapons and given it a more recognisable skin, I think that's Valve's way of saying they want to see it used more in proper games. » Cooper Kid (blether·contreebs) 13:32, 16 September 2011 (PDT)
I just saw a guy use this yesterday in a game. He was flying all over the map pelting people with grenades and didn't seem to take any damage. The map was Badwater and he was flying to Blue spawn, destroying the teleporters, and then jumping back to the roof before anyone could stop him. I thought he was hacking before I figured it out. This can be a very useful weapon with a skilled player.Dj245 05:34, 3 October 2011 (PDT)

New sticky Jumper differences.

The sticky bombs from the sticky jumper cannot be destroyed by being shot/meleed. (Haven't tested Scottish resistance.) They can't be pushed by airblsts, although airblasts do change the team colour, and can damage the pyro that reflected them. They also don't deliver any knockback to enemies or enemy stickys. Mokesmoe 10:38, 16 September 2011 (PDT)

I can confirm that the scottish resistance dosen't destroy/move the sticky bombs from the sticky jumper, when I first put up that bug I made sure to test all the ways to destory them by players. Unfortunatly, now that I think about it, I forgot to check if they can be destroyed by world effects though, I'll check when I can. Mysterious Island 14:59, 16 September 2011 (PDT)

New model

Whilst the patch notes specified the model had a new texture and projectile, I noticed it also had a new model update. The sights at the end of the weapon, which are viewable on the stickybomb launcher, are missing from this weapon. So should be noted?--Focusknock 07:07, 17 September 2011 (PDT)

The model is based upon the Sticky Launcher's world model, so yes it is a different model and can be noted as such. i-ghost 07:10, 17 September 2011 (PDT)

The Side-strap... thing.

I noticed that the Sticky Jumper's model is also missing the side strap clip, but I have no idea what I should call it. What is it called officially? Spam90675 10:00, 18 September 2011 (PDT)

It's not missing it, it's just it uses a different model for the first person view, so it doesn't show it (as it's on the right side of the gun). Balladofwindfishes 05:39, 3 October 2011 (PDT)

sep 20th update, what changed?

im confused as to what changed. can someone clarify?

DJLO 13:36, 22 September 2011 (PDT)

The Sticky Jumper's bombs used to be heavier, so they wouldn't fly as far as regular stickies. The update fixed that. Keybored6522 18:53, 22 September 2011 (PDT)

thanks! should we put that in there?

DJLO 22:14, 22 September 2011 (PDT)

Crafting Recipe

I just crafted a sticky jumper from a secondary token, demoman token, and scrap. Has it's slot changed? Cryoshell 12:37, 15 October 2011 (PDT)

Yes, I crafted booties using a primary token, so it looks like they switched them. Balladofwindfishes 12:39, 15 October 2011 (PDT)

Kill Icon

Doesn't this still technically have a kill icon - the generic Sticky Launcher one? The stickies can do damage if airblasted by an enemy Pyro. » Cooper Kid (blether) • (contreebs) 13:21, 11 March 2012 (PDT)

We don't show airblast specific kill icons on the weapon's page. Balladofwindfishes 13:24, 11 March 2012 (PDT)

Of course, that makes sense XD » Cooper Kid (blether) • (contreebs) 15:49, 11 March 2012 (PDT)

Random Drops

It's been said this item (and the Rocket Jumper randomly drop as of last week. I don't have a reason to not believe this, but I've not seen or heard from anyone who has one dropped and was able to show their backpack with it shown to be randomly dropped. Actually, the reason I added it was because TF2 Stats has it listed that 0.4% of Sticky Jumpers are from timed drops, which is a small enough number to assume they have been dropping since Monday of last week. However, what concerns me is that this number hasn't changed in 4 days. I'm not quite sure how often TF2 stats pulls data, but I have this odd feeling I can't put off that the few timed dropped Sticky Jumpers were a glitch or a fluke. I'm going to leave the information on the page though, as TF2 Stats have proven reliable for seeing if an item drops or not, however, I'd feel much better about it if someone were to provide evidence that the weapon drops. This discussion also applies to the Rocket Jumper. Balladofwindfishes 05:53, 2 April 2012 (PDT)

It doesn't drop still as far as I know. Taser9001 03:14, 1 June 2012 (PDT)

Demonstration Video

I think after the latest update, we should redo the video to demonstrate that it stops you being able to pick up the intel. Taser9001 03:14, 1 June 2012 (PDT)

Weapon demo requests go here. » Cooper Kid (blether) • (contreebs) 03:16, 1 June 2012 (PDT)
Thanks Cooper. Taser9001 03:21, 1 June 2012 (PDT)

Intelligence Carrying

Trivia which was suggested:
If one is carrying the intelligence with the Stickybomb Launcher, and touches a resupply cabinet in order to switch loadouts to a Sticky Jumper, they will retain the intelligence carried.

This is pointless for two reasons. One, you cannot bring the intelligence into a resupply room (and thus said cabinet). Two, you have no reason to, once the intelligence is in your base, switch loadouts to carry this intelligence. Ditto for the Rocket Jumper. User:Darkid/Sig 10:14, 1 June 2012 (PDT)

But this pointless bug is "bug". I think it's worth to write it. User Hinaomi Hinaomi-sig.png Hinaomi 12:30, 1 June 2012 (PDT)