Projectiles within the area of effect are redirected so that they are launched towards the Pyro's crosshair.
Deflected projectiles are essentially stopped and fired again from the Pyro's current position. This can give strange results if the crosshair is centered on very near objects and players, sometimes causing the deflected rocket to move at angles very different to the direction the player is facing.
With the right timing and position, a skilled or well-positioned Pyro can deflect projectiles at any desired angle, regardless of their original path. Grenades and stickybombs that are already on a surface will roll in the direction pointed to by the cursor. Energy blasts from the Righteous Bison and Pomson cannot be deflected.
Projectiles for any Medic primary weapon except for the Crusader's Crossbow also cannot be deflected. Grenades and baseballs are not naturally given any additional vertical velocity when they are deflected. Aiming these deflected projectiles is more difficult, but their trajectory can be controlled by the Pyro's angle and position.
They must be deflected upward in order to arc as they do when fired normally. Deflected projectiles are considered to have been fired by the Pyro deflecting them for the purposes of friendly fire and kill awards. Keep in mind that a deflected explosive projectile can cause self-damage to the Pyro who deflected it. The only exception to these rules is the stickybomb. Although they can be pushed away, they do not change ownership. The only change to a deflected stickybomb is that if the Demoman who fired the stickybomb detonates it while within its blast radius, the Pyro will be credited for the kill.
Additionally, deflected Detonator flares can still be remotely detonated by the Pyro that launched them. 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 will be given kill assists if a teammate kills an enemy under the effects of deflected Jarate.
On-hit effects are applied to the Pyro that deflected it. For example, it is possible to gain the health bonus from the Black Box 's rocket if the deflected rocket successfully hits a target. Likewise, the Crusader's Crossbow's bolts will heal teammates if deflected and the Pyro will be credited with the healing caused. Though rockets and stickybombs fired from the Rocket Jumper and Sticky Jumper respectively can be deflected, they will still not be able to do any damage. Non- critical deflected projectiles will always turn into mini-crits, while critical projectiles retain their critical status.
Additionally, a deflected baseball will only slow the player as it would for the Scout who launched it. Again, neither of these effects apply to stickybombs.
Compression blast being used to reflect a Soldier 's rocket. Compression blast being used to push an enemy Scout off a control point. Compression blast being used to negate an enemy uber push. August 31, Patch. December 17, Patch WAR! December 22, Patch. February 23, Patch. April 28, Patch. September 30, Patch. December 17, Patch. April 14, Patch Hatless Update.
April 18, Patch. December 20, Patch. June 11, Patch 1. December 17, Patch Tough Break Update. October 12, Patch.
October 20, Patch Jungle Inferno Update. From Team Fortress Wiki. Jump to: navigation , search. Click to listen. See also: Compression Blast strategy. May 21, Patch Compression blast now extinguishes fire on friendly targets. Grenades and rockets deflected by a Pyro under the effects of Kritzkrieg will now be criticals.
June 8, Patch Fixed not being able to reflect arrows with the Flamethrower. It's hard to say "when" you should compression blast. It's a function of distance and velocity, rather than time from fire. At longer distances, the Direct Hit and arrows can still be relatively difficult to reflect.
Again, it's about the distance, not the time before it hits. The best way to get a feel for it is to play it and learn it intrinsically, not go by a paradigm that there's a hard rule for timing it based on seconds. There is a narrow band of space in which things must be reflected. Obviously faster projectiles spend less time in that space and therefore are harder to deflect. Also which way you're aiming matters, which you can use to redirect rockets at other targets This video should be helpful, and there are several good maps for training offline.
I would guess the distance is between 1 and 3 meters, though confirmation would be great. This primarily applies to soldiers.
Most soldiers will tend to fire their shots close together, and in a regular rhythm around one second apart. Try to predict the moment he will fire based on that rhythm and how he is lining up his aim on you. Sign up to join this community. The best answers are voted up and rise to the top. Stack Overflow for Teams — Collaborate and share knowledge with a private group. Create a free Team What is Teams? Learn more. What is the timing to reliably reflect rockets, arrows, and grenades?
Ask Question. Asked 11 years, 3 months ago. Active 8 years, 8 months ago. Viewed 5k times. Improve this question. Jeffrey Jeffrey 7, 6 6 gold badges 44 44 silver badges 77 77 bronze badges. Add a comment. Active Oldest Votes. Improve this answer. TheQ TheQ 6, 3 3 gold badges 25 25 silver badges 51 51 bronze badges. Fantastic info. Since the game is lag compensated, should it really be harder to reflect at higher lags?
If the determination is made on when your screen saw the rocket, I'd think it wouldn't make a difference - unless the air blast is not lag compensated like a majority of the weapons. Ah, I see what you're saying, I misinterpreted that initially. In theory, it should be just as easy. Though speaking from personal experience, I notice my reflecting skills gets worse when I'm playing on laggier servers. Looks like your personal experience is right! Air blast is NOT lag compensated - "The Pyro's compression blast is also not compensated, making it increasingly difficult to use at higher latencies.
Nice find on that link. A very good read and worth getting familiar with. I don't think the initial angle matters for reflection of arrows and rockets, I recall things going exactly where your crosshair is aimed given it was in your airblast radius. Show 6 more comments. Ross C. Ross 16k 8 8 gold badges 98 98 silver badges bronze badges.
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