shizzle Posted March 4, 2011 Share Posted March 4, 2011 This is a technical discussion, not a trading thread. The new sticky jumper tweak, which gave demoman 175 health but actually 87.5 towards enemy, made it possible for a scout to do a 1-shot kill, or just a sniper half charged shot. This tweak made it harder for battle, yet easier to sticky jump, since you don't get the "character weight +100%". The surprise element is the key to the sticky jumper. However, after surprising the enemy, missing all the shots would simply be embarrsing. Also, since you had little to no health towards enemy, the pipe bombs have to be precise.Based on the precise shots, you can deliever quite a lot of damage with the loch n load or the pipe bomb launcher. 2 direct hits with the loch n load, gives a roughly 230-250 damage, allows you to kill any one except fully healed pyros, soldiers or heavies. Which is quite good as it is easier to aim with the loch n load(personally). Picking the enemy is also important. In an arena, however, the weapon of choice should be the pipe bomb launcher. Jump in, get a kill, the granted crit should allow you to kill at least another player before reloading, switch to melee if anyone's around, but then, you will be pretty much done since the enemies should already realize what happened. If you're real bold, you can slaughter the whole team, as demostrated in the Youtube vid i linked. The best melee weapon of choice should either be eyelander, or the caber. Eyelander grants 15+health on kill, ensure survival ability, and the caber's 175 damage hit is pretty intimidating too. Knowing where the enemys will be is also a key to the sticky jumper demos. This require the players to remember the map precisely, eg: where the "air walls" are , where you can step on, how high would be approprieate. If you can't get it, practice some more. I know that most of you don't take the sticky jumper seriously, but my i hope my stuff will help you to understand more about the sticky jumper. Link to comment Share on other sites More sharing options...
PuttsMoBilesiCit Posted March 5, 2011 Share Posted March 5, 2011 Oh my god... That guy is beast!! Link to comment Share on other sites More sharing options...
ZEE SUPER GERMAN! Posted March 5, 2011 Share Posted March 5, 2011 Surprise and mobility can be REALLY useful, the sticky jumper is a great weapon IF you can aim with the pipes! Link to comment Share on other sites More sharing options...
shizzle Posted March 6, 2011 Author Share Posted March 6, 2011 yea, the pipe bombs really matters! Link to comment Share on other sites More sharing options...
Phate Posted March 22, 2011 Share Posted March 22, 2011 A note: The Ullapool Caber pairs nicely with the SJ because you take no self damage from the bomb. also, if you can aim well with the SJ, I recommend just using the loch and load as wel, due to the increased damage and range, but again, it requires aim Link to comment Share on other sites More sharing options...
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