

This Rocket Launcher mini-crits targets that have been bounced into the air by an explosion. The Reserve Shooter twistes this technique a bit by scoring mini-crits on airborne enemies for 5 seconds after switching from your Rocket Launcher or melee.Īirshots are one of the things, that you would expect the Direct Hit to be made for in the game. Rocket-jumping Demomen & Soldiers can be stopped with the Shotgun instead of the Rocket launcher to either conserve, or if you're out of, Rocket Launcher ammo.Įxperienced players tend to airshot an enemy with a single rocket, then follow it up with a few shots from their Shotgun (which will immidiatly frag them). Isn't the Soldier's only weapons used for performing airshots, however. By successfully hitting an airborne target requires perfect reflexes and judgement from the player, as you'll need to know instantly where the enemy will be by the time the rocket reaches the enemy, hopefully making contact with them along with fragging them. Let's move on with what to do in the Airshotīecause of the slow projectile speed of the Rocket Launcher, landing accurate airshots can be very difficult. It is not usually effective to use this tactic against Scouts, since they use their double jump to quickly change direction midair or significantly reduce fall damage.ĭamn, lot of text, but you gotta learn the laws of Airshotting. With an aimed shot, enemies can be lifted into the air in such a way that they take additional fall damage upon landing or even send them flying into an environmental hazard. Juggling can be used to separate an ÜberCharged Medic from his target by knocking them out of range, so as to cut off the ÜberCharge prematurely. Shots must be fired into the feet of the target whilst they are airborne, thus it is only employable in certain circumstances. The Reserve Shooter also excels at this, as an opponent can be juggled, then finished off by the mini crits.Īlthough harder to do, the Scout is also able to juggle enemies through use of the Force-A-Nature. The Axtinguisher excels at this, as a burning opponent can be juggled, allowing you to close the distance and land the killing crit blow. A follow up attack with a melee or secondary weapon can effectively deal with juggled enemies. The Pyro can juggle opponents by knocking them into the air with a compression blast, or by reflecting the explosives of another class into that opponent. However, juggling with the Demoman is made much easier with the Scottish Resistance by selectively detonating carefully placed bombs. It is also possible to juggle using stickybombs though it is more difficult due to the delayed detonation and enemy awareness.

The Demoman can juggle using the Grenade Launcher through a direct hit to the legs of an enemy. Juggling with the Black Box is essentially the same as juggling with the Rocket Launcher, except for the fact that consecutive juggling will result in much more health gained but you have to be more accurate, or else you'll run out of rockets, and have to resort to your secondary or melee. Juggling with the Liberty Launcher is recommended for people who consider the Direct Hit harder to use because of the splash area, as rockets fire 40% faster than the Rocket Launcher (only 22% slower than the Direct Hit) without the splash radius problem. It also Mini-Crits an enemy sent airborne via an explosion. Although arguably requiring better aim due to a more concentrated splash area, as well as faster rockets, a well placed Direct Hit shot will send an opponent farther/higher than regular rockets however, it requires a more precise hit below the enemy. A well-placed rocket can send a foe straight up into the air and prevent any class from rushing the Soldier.

The Soldier has the opportunity to fire at this spot, or even to shoot the opponent out of the air. In effect, this removes the opponent's ability to dodge and allows the Soldier to subsequently predict where they will land. Juggling can be performed as a Soldier by using the Rocket Launcher's splash damage to lift an opponent into the air (also called the 'bounce effect'). More agile or powerful enemies may require several of these mid-air suspensions in order to be defeated, hence the term juggling. Originally posted by Team Fortress 2 Wiki:Juggling refers to the strategy of using weapons to keep an enemy momentarily suspended in the air, leaving them vulnerable and disorientated.
