If you have to fight and your rocket launcher (of any flavor) is unloaded, you should be swapping to your shotgun. While its weaker, its more than capable of fending off a scout since they have less life than you and must engage at closer range
Backstabs under the effect of Batallion's Backup still deal a lethal amount of damage, as this video sets out to show:
Critical hits deal 300% of the base damage of the weapon ...
The Spy's melee weapons always and only crit on backstabs, boosting the damage of a ...
Since you're new to the game a good source of information is the official wiki.
On the Jumping page there are many good informations about Rocket Jumps:
you have a 40% resistance when rocket jumping against your rockets that don't damage any other enemy. This is important, since any enemy nearby hit by the blast makes you get full damage from the rocket
Yes, the weapon would still crit.
Market Gardener considers you to be rocket jumping if you are airborne because of any explosion- including explosions from enemy explosive attacks. It still won't count other attacks which could knock you into the air, such as a Pyro's airblast.
The weapon demonstration for the Market Gardener shows a soldier launched into ...
To tell you this, first you have to know how damage works in TF2.
The first thing to mention is that, by default, any non-critical hit is subject to damage spread. That is, it doesn't hit for the same amount every time. Server owners can disable this through a server setting.
For most weapons, the amount of damage it does depends on the distance between ...
Yes, but only in certain circumstances. With default settings, rockets will only pass through teammates that are very close to you. Once they get out of face range they will explode on teammates and deal splash damage to enemies. The close range exception saves you from having to worry about blowing yourself up if a teammate steps in front of your gun.
The auras given by the Soldier's banner buffs have these color schemes:
RED: golden-yellow glow
BLU: cyan-aquamarine glow
Whereas the auras given by the Medicating Melody or Quick-Fix ÜberCharge are standard red and blue in color respectively.
A player being buffed by the Buff Banner will have a weapon glowing the same color as the aura, so a RED player ...
The easiest way to accomplish this would be to follow these steps:
Obtain a rocket launcher.
Jump and shoot directly behind you, downwards at a 45° angle
As soon as you fire, face forward and hold D while slowly moving your mouse to the right. Do not press W.
Enjoy the splendor of air strafing to the right
The trick with this one that requires practice is ...
Most of the time, you should let your teammates kill the scout while you reload. The Beggars' Bazooka is not a weapon you should be roaming solo with - its 1v1 and jumping abilities are somewhat unreliable due to the whole loading mechanic and reduced accuracy, and the recent change has reduced its jumping abilities (overload jumping comes with a penalty). ...
Each banner has a different situation in which it shines. Using it effectively provides the greatest bonus, both to your team and to yourself.
The Buff Banner can, in the right situation, act as a mini-Kritzkreig for your entire team, helping them punch through an enemy front, take a capture point, or push back an attacking team entirely. ...
You can use the Rocket Jumper to practice rocket jumping without dealing self-damage, however, it also does not deal damage to enemy players at all, making it next to useless for the Soldier Gunmettle Contract Advanced/Bonus Objectives.
I wouldn't worry too much about self-damage. The Soldier has the second-highest Health (after the heavy) at 200HP, so he ...
To make a good rocket jump, you'll need to aim down or even slightly behind, and jump just before shooting.
If you shoot diagonally in front of you, you wont accelerate forward. Think about the propelling force that is pushing you backwards.
The hint of an achievement tells you the way to get the highest jump :
Where Eagles Dare
Get the highest possible ...
While it won't provide a full and technical explanation about how to pop enemies into the air, this video shows (in a pretty accurate way) how to do so, using the rocket launcher:
The technique is basically to aim at the enemie's feet. The lighter the enemy is, the easier he'll fly away (you know who I'm talking about). ...
I know this is an old question, but I'm surprised no one has mentioned this: Don't press W or s during your jump; both of these will cause you to lose momentum very quickly. Use a and d to maneuver in the air.
Personally, I'd say it's all up to personal choice.
I do not use them myself because all it really takes is a little bit of practice to get down. Once you know how to do it, you won't need to use a script.
Besides, there are also more advanced rocket jumping techniques that require more practice to get down, such as pogo's, syncs, speedshots, c-taps, ...
If you want to get vertical height, fire a rocket at the floor. If you want to get horizontal distance, fire a rocket at the wall. Crouch jumping amplifies the effect for both.
If you aim the rocket at about knee level on the wall, you'll give yourself the perfect angle to perform a couple speed pogos to gain even more momentum. Once you have this practiced,...
A good beggars loadout is: Beggar's Bazooka, Reserve Shooter, and the Escape Plan.
The Bazooka is useful with groups of enemies. When in hostile territory, start loading it up when rounding corners, as you could then ambush quick enemies which would normally take you by surprise.
The Reserve Shooter is good for taking out enemies that are up close. ...
In addition to other answers here, an easy way to tell which buffs are deployed by Soldiers are the flags that are being deployed.
The war flag itself – which is rectangular and colored faded yellow
with a brown starbust design and moves realistically – remains hidden
in the backpack until it is activated, at which point it will appear
First the basic rocket jump. I also recommend using the gun boats while you try this.
Technique To do a basic rocket jump crouch, aim the rocket at your feet then fire and jump at the same time. When you aim at your feet try aiming behind you so that the blast will push you forward. If you shoot directly under you, you will go straight up. If you ...
You can Rocket Jump with a controller, it's just a lot trickier as you can't snap your view around like you can with a mouse. Since rocket jumping involves aiming down while jumping, view snapping is a vital skill to it.
It's a lot easier to sticky jump with the demoman for this reason, as Demo doesn't have to look down to do it (just remember that 3+ ...
An answer I haven't seen posted is that there are different types of rocket jumps.
Straight up: Shoot a rocket straight at your feet. This gives lots of height, and lots of fall damage if you come down.
45 degree: Shoot a rocket at an angle towards the ground behind you. This is the typical rocket jump. It gives you good distance, but probably fall damage ...
Some testing revealed that it's actually possible, but harder than before
Build banner charge, do not die in the process
Keep it until you need it, don't die and lose it
Deploy when needed, don't waste it when it's not needed
Return to 1.
Choosing a weapon
If you try to play as a Soldier in Medieval Mode, your best weapon is still a Half-...
The Battalion's Backup and Concheror both have passive effects, as well.
The Battalion's Backup provides +20 health for the wearer. A fully overhealed Soldier with the Backup has 330 health versus 300 without. The extra 30 health cushion can be very useful if you have an attentive Medic.
The Concheror provides +2 health per second for the wearer. In ...
I usually fire at the wall while crouching. That seems to get me the farthest with a unique rocket launcher. To get around the map, I use a quick flick of my wrist to turn around and fire at the ground behind me as soon as I land.
Try attacking them at medium to short range (but not melee range). The old hint is to aim at their feet but aim where their feet will be when the rocket connects. My general rule is to shoot where they will be stepping in almost 1 second time and keep in mind, rocket travel distance changes this. Further away, aim further in front of them.
You may try using the Liberty Launcher. The increased projectile speed should assist you in landing the rocket at their position, especially if they are unsuspecting.
This tactic works primarily for medium classes such as other Soldiers, Demomen, and the Pyro, as lighter classes tend to just explode and the Heavy doesn't move very far. Therefore, unless you ...
Hitting airborne targets is hard. There are three main points you need to take into consideration when shooting airborne targets.
The distance between you and the target.
The velocity and trajectory of the projectile.
The velocity and trajectory of the target.
Becoming an expert at those three points and doing all the calculations in your head is a ...
Different weapons shoot differently, so I would choose one and stick with it. The stock rocket launcher, the stock grenade launcher and the flare gun are the ones you'll probably get the most use out of.
To practice, there are a few good maps out there: tr_airshot_v0, tr_rocket_shooting2, and tr_walkway. (I haven't kept up with the versions of these, so ...
For a list of terms, see http://tf2jump.com/articles/view/27
I've picked out the most common and basic ones from the article:
Shoot a rocket at the ground, it explodes and boosts you. using jump and crouch makes you go higher/further.
When you rocket jump off a wall instead of the ground. also used for rocket ...
Though you must look for different cues, each of them has at least one obvious sign that differentiates them from one other.
Differences between soldier auras and medic auras:
Shortly before a soldier deploys any banner, every player (including you) will hear a distinct trumpeting noise. No medic auras have this.
Soldier auras are always a light golden ...