![]() Players cannot taunt while underwater, or consume any lunchbox items (such items can still be dropped if possible).Players are considered to be in a constant state of falling while in water, and are not considered standing still even when resting on the bottom of the body of water.Swimming in deep water decreases the maneuverability of all classes by 20%, making them vulnerable targets for enemies who have the advantage of higher ground or more suitable weapons.To counter this, fully submerge, especially if battling a submerged opponent. Surfacing on the water can affect vision, making aiming difficult.Submerging in water obscures the player's vision with bubbles for a few seconds.Like shallow water, hitting enemies with the Neon Annihilator while they are standing in deep water, swimming, or who have recently surfaced from water deals critical hits. Standing next to a Dispenser, picking up a Medkit, or being healed by a Medic restores the player's health faster than it is lost due to drowning. Upon surfacing from the water after drowning, a gurgling sound is heard by the player. To negate this, the player must reach the surface, where the health lost due to drowning regenerates over time at a gradually increased rate. While drowning, a gagging, choking sound is heard and the player experiences a periodic loss of health and flinches (such as with bleeding and afterburn effects), and the screen flashes blue to warn the player. Remaining submerged in water for too long causes the player to drown. However, Sentry Guns cannot see targets that are across the water's boundary no matter how close they are, making submerged Sentry Guns solely useful for underwater targets. Due to the low visibility of submerged objects, deep water is often a great spot to conceal a Teleporter or a Sentry Gun. Like shallow water, deep water also negates fall damage.Įngineers can construct buildings underwater just like on land. Some maps feature submerged routes into the enemy base, which are often poorly defended in comparison to ground-level entrances. ![]() Immersion in deep water instantly negates the effects of afterburn, Jarate, Mad Milk, and the Gas Passer, and prevents these debuffs from occurring until the player surfaces. It is otherwise a cosmetic part of the game.ĭeep water allows a character to fully submerge and swim around. Shallow water absorbs all impact from a fall, conducts electricity for the Neon Annihilator to strike critical hits, and reveals the wet footsteps of Spies (which also become more audible). There are two types of water: shallow and deep. Water is an environmental feature that can be found in many maps as a terrain feature and gameplay element. An orthographic example of deep water in Team Fortress 2.
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