![]() The compression blast can be used to increase the space between the Pyro and the enemy, allowing escape when at low health.Airblasting an enemy carrying the Intelligence into a pit causes the Intelligence to immediately reset.In Control Point, King of the Hill, and Payload matches, it can be used to remove attacking players from the point in order to stave them off until teammates can get there for reinforcement.This combines well with the strong knockback of the Sentry Gun against airborne targets. The compression blast can also be used to repel enemies trying to attack friendly Engineer buildings at close range.An effective way to deny an enemy Über push is to use the compression blast to either push Übered players away or to separate the Medic and his patient(s).This is especially useful when defending the Engineer's Sentry Gun, as stickybombs can be difficult to destroy for a single Engineer with his Shotgun or Pistol. A compression blast can be used to blow away stickybombs, making an enemy Demoman's job more difficult.This is particularly effective against grenades and rockets. Deflecting projectiles (with the exception of the Demoman's stickybombs) prevents them from harming teammates, even if the projectile is not relocated.The deflective abilities of an air blast can be used both offensively or defensively: Again, neither of these effects apply to stickybombs. If the Pyro is crit-boosted (for example, under the effects of the Kritzkrieg's ÜberCharge), deflected projectiles turn into critical projectiles. Additionally, a deflected baseball only slows the player as it would for the Scout who launched it. Non- critical deflected projectiles always turn into mini-crits, while critical projectiles retain their critical status. Though rockets and stickybombs fired from the Rocket Jumper and Sticky Jumper respectively can be deflected, they are still unable to do any damage. Likewise, the Crusader's Crossbow's bolts heal teammates if deflected and the Pyro is credited with the healing caused. For example, it is possible to gain the health bonus from the Black Box's rocket if the deflected rocket successfully hits a target. On-hit effects are applied to the Pyro that deflected it. Deflected Jarate and Mad Milk soak enemy players and extinguish allies, and have all the attributes of normal Mad Milk and Jarate for example, the Pyro is given kill assists if a teammate kills an enemy under the effects of deflected Jarate. Additionally, deflected Detonator flares can still be remotely detonated by the Pyro that launched them. Although they can be pushed away, they do not change ownership unless they are detonated right after being pushed, in which the Pyro is credited for the kill. The only exception to these rules is the stickybomb. Furthermore, deflected explosive projectiles can also cause self-damage to the Pyro who deflected it. For example, a RED grenade turns BLU when deflected and hurts any RED team players in the approximated area when it explodes. They must be deflected upward in order to arc as they do when fired normally.ĭeflected projectiles are considered to have been fired by the Pyro deflecting them for the purposes of friendly fire and kill awards. Aiming these deflected projectiles is more difficult, but their trajectory can be controlled by the Pyro's angle and position. Grenades and baseballs are not naturally given any additional vertical velocity when they are deflected. Projectiles for any of the Medic's primary weapons (except for the Crusader's Crossbow) and energy blasts from the Righteous Bison and Pomson 6000 cannot be deflected. Arrows, healing bolts, and repair claws. ![]() All liquid based projectiles, namely Jarate, Mad Milk, and Gas Passer. ![]()
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