Jump Pads: Difference between revisions
m (added category and fall damage info) |
SciF1Qizard (talk | contribs) (Added 2 images and added quotation.) |
||
Line 1: | Line 1: | ||
{{stub}} | {{stub}} | ||
[[File:Fight or flight engineer (1).png|thumb|alt=The image promoting the Fight or Flight update. It shows the BLU Engineer having the time of his life.|The BLU Engineer is having the time of his life.]] | |||
{{Quotation|'''Jump Pad''' publicity blurb|Engineers can now switch out their Teleporters for two Jump Pads! Instead of being disassembled and reassembled on the atomic level, teammates can super-jump into battle, covering the same kind of height and distance you'd expect from a perfect rocket jump. One-way drops are now two-way opportunities, explosive jumpers' shortcuts are now valid flank routes, and "I can't focus on keeping my Teleporters up!" is now a piss-poor excuse not to play Engineer.}} | |||
'''Jump Pads''' are a type of building that can be constructed by the an [[Engineer]] using the [[Construction PDA|PDA: Jump Pad]]. The [[Engineer]] can construct two Jump Pads that work independently of each other, and emit a blue glow and wind particles when active. When a player is directly on top of a Jump Pad and jumps, the player's jump is given increased height and distance, similar to that of a rocket jump. The player also negates fall damage for the jump. | '''Jump Pads''' are a type of building that can be constructed by the an [[Engineer]] using the [[Construction PDA|PDA: Jump Pad]]. The [[Engineer]] can construct two Jump Pads that work independently of each other, and emit a blue glow and wind particles when active. When a player is directly on top of a Jump Pad and jumps, the player's jump is given increased height and distance, similar to that of a rocket jump. The player also negates fall damage for the jump. | ||
Unlike the [[Teleporters|Teleporter]], there is no cooldown, so many players can use the Jump Pad in short succession. While [[Teleporters]] enable faster movement to the frontline, the Jump Pad is allows the Engineer to play a more versatile role, turning one way flanks and shortcuts that require explosive jumps into routes that all players can use. The utility of the Jump Pad depends on the map and the circumstances of the team. | Unlike the [[Teleporters|Teleporter]], there is no cooldown, so many players can use the Jump Pad in short succession. While [[Teleporters]] enable faster movement to the frontline, the Jump Pad is allows the Engineer to play a more versatile role, turning one way flanks and shortcuts that require explosive jumps into routes that all players can use. The utility of the Jump Pad depends on the map and the circumstances of the team. Also unlike teleporters, they cannot be upgraded, and cna be replaced very quickly. | ||
The Jump Pads require 70 metal to build, and cannot be upgraded. Jump Pads have 90 health, which means they can be destroyed with one rocket or pipe. | The Jump Pads require 70 metal to build, and cannot be upgraded. Jump Pads have 90 health, which means they can be destroyed with one rocket or pipe. | ||
Line 9: | Line 12: | ||
== Trivia == | == Trivia == | ||
[[File:Engie jump.jpg|thumb|alt=A teaser image from the 2.03 patch notes. It shows the Engineer jumping high, but without an explanation as to how. It was revealed later to be the jump pad.|A teaser image from the 2.03 patch notes. It shows the Engineer jumping high, but without an explanation as to how. It was revealed later to be the jump pad.]] | |||
The [[Spy]] can use the Jump Pads of opposing teams. | *The [[Spy]] can use the Jump Pads of opposing teams. | ||
[[Category:Buildings]] | [[Category:Buildings]] |
Revision as of 11:44, 14 May 2023
This article is a stub. You can help TF2 Classic Wiki by expanding it. |
Jump Pad publicity blurbEngineers can now switch out their Teleporters for two Jump Pads! Instead of being disassembled and reassembled on the atomic level, teammates can super-jump into battle, covering the same kind of height and distance you'd expect from a perfect rocket jump. One-way drops are now two-way opportunities, explosive jumpers' shortcuts are now valid flank routes, and "I can't focus on keeping my Teleporters up!" is now a piss-poor excuse not to play Engineer.
Jump Pads are a type of building that can be constructed by the an Engineer using the PDA: Jump Pad. The Engineer can construct two Jump Pads that work independently of each other, and emit a blue glow and wind particles when active. When a player is directly on top of a Jump Pad and jumps, the player's jump is given increased height and distance, similar to that of a rocket jump. The player also negates fall damage for the jump.
Unlike the Teleporter, there is no cooldown, so many players can use the Jump Pad in short succession. While Teleporters enable faster movement to the frontline, the Jump Pad is allows the Engineer to play a more versatile role, turning one way flanks and shortcuts that require explosive jumps into routes that all players can use. The utility of the Jump Pad depends on the map and the circumstances of the team. Also unlike teleporters, they cannot be upgraded, and cna be replaced very quickly.
The Jump Pads require 70 metal to build, and cannot be upgraded. Jump Pads have 90 health, which means they can be destroyed with one rocket or pipe.
Trivia
- The Spy can use the Jump Pads of opposing teams.