#Tf2 soldier airshot tutorial how to#
Unlike aerials of other classes, an aerial for a Spy consists of the Spy being launched into the air by an enemy's damage knockback (Such as a Soldier's rockets) and then stabbing an enemy mid air.Īs an aerial shot is meant to put the opponent in a position in which he is unable to protect himself from incoming projectiles, learning how to counter an aerial can be crucial to surviving. The Backstab and Blast Jumping mechanics of TF2 can be used to perform aerials. If the arrow does not kill them instantly, the damage they've taken may be too much to survive upon landing from their height. A single fully-charged arrow to the mass of an enemy can be enough to kill a medium-heavy class, such as the Demoman or Pyro. This can cause slightly unpredictable projectiles, a shallow flight path, and increased power in comparison to the Sniper Rifle. Successfully performing an aerial with the Huntsman, however, is different in that the power and arc of the arrow projectile depends on the length of time it was initially charged. Ready your shot for where your enemy is going to be by letting them fall into your scope instead of trying to follow them with it. This is a visual representation that he has used his double jump ability, and will be unable to dodge your shot unless they perform a strafe. A single shot won't just stop their advancement, but may also cause them to retreat or outright kill them.Ī useful technique for shooting Scouts would be to watch their jumps, and note when a Scout leaves a smoke trail behind his feet. A Sniper Rifle shot does 50-150 damage on a bodyshot, and 150-450 on a headshot. Typically, one shot will prevent an enemy from closing in on a Sniper from above. The Sniper Rifle's headshot can be used for performing aerials. If an enemy has closed the gap too tight, a Demoman would be better off using their melee weapon to attack, as the explosive radius from either their primary or secondary weapon would deal a lot of damage to the user as well. Stickybombs do not need to make contact with an enemy to cause damage, and have powerful knock back.ĭespite their power, the Stickybomb Launcher projectile is quite slow, and a Demoman being faced with a fast-approaching enemy would be better off using their Grenade Launcher. While a bit more difficult to fire in time than the grenade, it is quite possible to perform aerials with a Stickybombs by detonating them in mid-air. The Stickybomb Launcher replacement, the Scottish Resistance, suffers a slightly longer prep duration for a fired projectile than the Stickybomb Launcher. While the Demoman does not suffer any loss of speed during a projectile charge, the Stickybomb Launcher can only carry a projectile like that for a short while. The Stickybomb Launcher can charge projectiles, similar to the Huntsman. In contrast, the stickybomb projectile fires somewhat slowly and heavily, at 805 hammer units per second.
The grenade projectile travels at approximately 1065 Hammer units per second, and will detonate under two circumstances either on direct contact with an enemy or after a set interval. While the Grenade Launcher is similar to the Rocket Launcher in terms of stats and function, the arc that the projectile makes as it fires through the air can be much harder to compensate for, and can take a player time to learn the difference between the two. The Grenade Launcher and Stickybomb Launcher both fire their respective projectiles in an arc. not jumping) excluding airblast, allowing Pyros to shoot blast jumping enemies for extra damage. The Reserve Shooter scores mini-crits on targets that are airborne due to any sort of knockback (e.g. If there is any water or a Health kit nearby, your enemy will probably attempt to land on or in it. Since enemies will be on fire upon landing, players equipped with the Axtinguisher can follow up the Flare Gun aerial with a guaranteed critical hit. It is also possible for the Pyro to reflect one projectile at an enemy on the ground, launch him into the air and reflect a second projectile into the airborne opponent.įlare Gun aerials offer the ability to ignite enemies and perform critical hits on targets that are already burning as the enemy is hit. The Pyro redirects the projectile to intercept the enemy's flight path. When a compression blast aerial occurs, the enemy shoots at the Pyro from the air.
A Pyro can perform aerials with the compression blast.