Difference between revisions of "Fall damage"

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Fall damage is taken by a victim when the victim falls for more than a given distance and lands on a flat horizontal surface, and the damage received mostly depends on how far the victim has fell since the start of the jump. Landing while crouched will therefore increase Fall damage taken, and the player is thus calculated to have travelled further in this space of time. and is accompanied by a distinct bone crunching noise and blood particles being emitted from the legs for a brief time.
 
Fall damage is taken by a victim when the victim falls for more than a given distance and lands on a flat horizontal surface, and the damage received mostly depends on how far the victim has fell since the start of the jump. Landing while crouched will therefore increase Fall damage taken, and the player is thus calculated to have travelled further in this space of time. and is accompanied by a distinct bone crunching noise and blood particles being emitted from the legs for a brief time.
  
However, Fall damage can be cancelled by utilising a [[Double jump]] (or a Triple jump with the [[Atomizer]] or a Force jump with the [[Force-a-Nature]]) close to the floor, equipping the [[Pretty Boy%27s Pocket Pistol]], being airblasted away from the floor at an angle, or explosive jumping away from the floor with precise timing. The [[Mantreads]] can also offset fall damage from the user if they successfully land on an opponent, inflicting 3 times the fall damage that would've been taken by the wearer to the target, and the wearer will take no fall damage.
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However, Fall damage can be cancelled by utilising a [[Double jump]] (or a [[Triple jump]] with the [[Atomizer]] or a [[Force jump]] with the [[Force-a-Nature]]) close to the floor, equipping the [[Pretty Boy%27s Pocket Pistol]], being airblasted away from the floor at an angle, or explosive jumping away from the floor with precise timing. The [[Mantreads]] can also offset fall damage from the user if they successfully land on an opponent, inflicting 3 times the fall damage that would've been taken by the wearer to the target, and the wearer will take no fall damage.
  
 
If a character dies whilst taking fall damage, including pitfalls such as the southern face of [[pl_upward]] will automatically result in death upon players landing in them, will display a distinct kill message in the kill feed, and awarding an assist to anyone who was attacking them at the time of death. (See below)
 
If a character dies whilst taking fall damage, including pitfalls such as the southern face of [[pl_upward]] will automatically result in death upon players landing in them, will display a distinct kill message in the kill feed, and awarding an assist to anyone who was attacking them at the time of death. (See below)

Revision as of 09:08, 21 July 2012

Tf demoman environmental kill.png
Ooooh, I've realllly hit rock bottom.
The Demoman

Fall damage is a type of damage that is only applied when a player falls from a certain height.

Fall damage is taken by a victim when the victim falls for more than a given distance and lands on a flat horizontal surface, and the damage received mostly depends on how far the victim has fell since the start of the jump. Landing while crouched will therefore increase Fall damage taken, and the player is thus calculated to have travelled further in this space of time. and is accompanied by a distinct bone crunching noise and blood particles being emitted from the legs for a brief time.

However, Fall damage can be cancelled by utilising a Double jump (or a Triple jump with the Atomizer or a Force jump with the Force-a-Nature) close to the floor, equipping the Pretty Boy's Pocket Pistol, being airblasted away from the floor at an angle, or explosive jumping away from the floor with precise timing. The Mantreads can also offset fall damage from the user if they successfully land on an opponent, inflicting 3 times the fall damage that would've been taken by the wearer to the target, and the wearer will take no fall damage.

If a character dies whilst taking fall damage, including pitfalls such as the southern face of pl_upward will automatically result in death upon players landing in them, will display a distinct kill message in the kill feed, and awarding an assist to anyone who was attacking them at the time of death. (See below)


Gallery

See also: List of kill icons
Killicon skull.png
 Scout fell to a clumsy, painful death

Damage values

Note: Damage Values are approximate and have been determined by Community testing.

Height (units) 256 320 384 448 512 576 640 704 768 832 896 960 1024 1088 1152 1216 1280 1344 1408 1472 1536
Damage 0 30 37 49 53 55 57 59 60 62 64 66 69 71 72 74 78 79 80 82 83
Height (units) 1600 1664 1728 1792 1856 1920 1984 2048 2112 2176 2240 2304 2368 2432 2496 2560 2624 2688 2752 2816 2880
Damage 84 85 96 97 98 99 100 101 102 103 104 108 111 112 113 114 115 120 122 124 125

Graph

Originally sourced from this document.

File:Fall Damage Graph.png

Related achievements

Leaderboard class scout.png Scout

Fall Classic
Fall Classic
Cause an environmental death or suicide using the Force-A-Nature's knockback.

Leaderboard class demoman.png Demoman

He Who Celt It
He Who Celt It
Use the Sticky Launcher to kill an enemy player via environmental damage.

Leaderboard class medic.png Medic

Medical Intervention
Medical Intervention
Save a falling teammate from dying on impact.