Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Jump Pad: Difference between revisions

From Test wiki
Lodoiis (talk | contribs)
History: Added changes from latest patchs
Wetbattery (talk | contribs)
No edit summary
 
(2 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{Infobox gadgets|name=JUMP PAD|quote={{Quote|text=Trampoline-like deployable; allows for high jumps}}|build=Medium|type={{Gadget Icon|Utility}} Utility|stacksize=1|cooldown=40s|image=Jump_Pad.png}}
{{Infobox gadgets
|image=Jump_Pad.png
|name=JUMP PAD
|quote={{quote|text=Trampoline-like deployable; allows for high jumps}}
|build=Medium
|type={{Gadget Icon|Utility}} Utility
|price={{prices}}
|cooldown=40s
|ammo=1
|maxdeploy=1
}}
 
The [[Jump Pad]] is a [[Medium]] class placeable gadget that launches away any contestants and other objects that come into contact with it.
The [[Jump Pad]] is a [[Medium]] class placeable gadget that launches away any contestants and other objects that come into contact with it.


Line 88: Line 99:
{| class="wikitable"
{| class="wikitable"
!Patch !!<center>Changes</center>
!Patch !!<center>Changes</center>
-
|-
|[[Update:5.8.0|5.8.0]] ||
|[[Update:5.8.0|5.8.0]] ||
* Fixed an issue where Cashout Stations could launch way beyond their intended range when interacting with Jump Pads
* Fixed an issue where Cashout Stations could launch way beyond their intended range when interacting with Jump Pads

Latest revision as of 16:10, 23 February 2025

JUMP PAD
“Trampoline-like deployable; allows for high jumps”
Profile
BuildMedium
Type Utility
PriceFree
Stats
Cooldown40s
Ammo1
Technical
Max Deployed1


The Jump Pad is a Medium class placeable gadget that launches away any contestants and other objects that come into contact with it.

The Jump Pad can be selected as one of three gadgets of any Medium build loadout.

While the gadget is held, an indicator will show a potential placement of the Jump Pad as a blue hologram in front of the user. If the hologram is red, the gadget will not fit in the target location. Using the primary trigger, the placement can be confirmed to deploy the gadget. It can be deployed on any surface, including walls and ceilings.

The gadget can also be retrieved to restore a charge, by interacting with it for a few moments while looking at it from up close.

Controls PC PS XBox Key
Equip Jump Pad
234
L1
LB
Gadget
Confirm placement (Tap)
 
R2
RT
Primary fire
Retrieve deployed Jump Pad (Hold)
E
 
Y
Interact

The Jump Pad can be deployed by placing it on any nearby surface. Any contestants or objects that touch the active part of the Jump Pad will be launched. Opponents and teammates alike can damage the Jump Pad to destroy it.

The gadget can be placed in any orientation. It will always launch objects in the orientation it is facing. For example, a Jump Pad placed on a wall will push objects away from the wall.

The cashout station, barrels, cash boxes, and the Frag Grenade are all examples of objects that can be affected by the Jump Pad.

The Jump Pad is usually placed either on a floor to launch straight up, or on a sloped surface. A sloped Jump Pad will launch contestants far across the arena.

Gadget

Placeable — Can be placed attached to a surface. An indicator shows the exact target placement.

Single Charge — Can be used once, then recharges automatically over the cooldown time.

Retrievable — Can be picked up after being deployed to restore a charge.

Deployment Limit — One Jump Pad can be deployed at a time. A new deployment causes the existing Jump Pad to disappear.


Pad

Attached — Attaches to a surface upon deployment. Sticks to the surface even if it moves. Weighs down any carriable object it is attached to.

Solid — Has its own collision, meaning it blocks bullets and contestants can stand on it.

Destructible — Can be destroyed if its health is fully depleted, such as through hits from bullets or explosions. Teammates can also destroy it.

Reshapeable — Can be reshaped by the Data Reshaper into a piece of decor by opponents.

Usable by Opponents — Can be used by opponents to their advantage.

Movement — Provides a special mode of transport for contestants. Also causes projectiles and objects to bounce.

No Arming Time — Starts working immediately upon deployment.

Not Glitchable — Cannot be disabled by a Glitch Grenade or Glitch Barrel.

Not Permanent — Disappears by itself after enough time has passed.

Strengths

  • When placed on a slope at an angle, such as on a roof in Monaco, the user can travel a very far horizontal distance. The distance travelled becomes extreme during the Low Gravity event.

Weaknesses

  • The Jump Pad can be destroyed by nearby damage from any source. However, it has a lot of health compared to most gadgets.
  • Poor placement of the Jump Pad can cause teammates to waste time and leave them out of position.
  • There is a small amount of variance to the Jump Pad's launch angle, preventing objects from bouncing on them indefinitely.

Tactics

  • Thrown gadgets, as well as the projectiles from the CL-40 can be bounced off of a Jump Pad, which can be useful for shooting around a cover such as by placing it on the wall in a doorway. However, placing the Jump Pad can only be done from a short distance making it effective only as a defensive tool.
  • Sprinting, sliding or dashing into a jump pad will give the user additional horizontal distance.

Item mastery XP for the Jump Pad can be earned solely by deploying it.

Each time a certain XP threshold is reached, the item levels up. This does not improve the item, but rewards a unique item customization.

XP Breakdown
Source XP Reward
Deploying the Jump Pad 75
Jumping on the Jump Pad 0
Bouncing something off the Jump Pad 0
Level 1
0 XP
Jump Pad
Level 2
9,000 XP
Dye Job (Yellow)
Level 3
9,000 XP
Dye Job (Blue)
Level 4
36,000 XP
Dye Job (Red)
Level 5
54,000 XP
Dye Job (White)
Level 6
162,000 XP
Triangle Twinkle
Level 7
144,000 XP
Striped Grazer
Level 8
136,000 XP
Painted Predator
Level 9
200,000 XP
Predasheen
Patch
Changes
5.8.0
  • Fixed an issue where Cashout Stations could launch way beyond their intended range when interacting with Jump Pads
5.0.0
  • Increased cooldown from 30s to 40s
4.0.0
  • Added a small amount of variance to the Jump Pad so that objects cannot bounce on them indefinitely
2.0.0
  • Increased cooldown from 25s to 30s
CB1 Balance Patch 1
  • Reduced the number of Jump Pads players can have deployed at once from 2 to 1.
  • Jump pad cooldown reduced from 20 seconds to 15 seconds.