Sticky / Rocket Jump
Toy ballistic estimate: treat self-damage knockback as an impulse, then range ≈ v² sin(2θ) / g. Great for relative comparisons — terrible as a map ruler.
Not Source engine physics. Ignores airstrafe, crouch, blast radius falloff curves, surf, trimping, sticky arm time, and class speed. Numbers are educational guesses only.
Inputs
Impulse speed ≈ damage × scale. Sticky preset bumps scale; double sticky multiplies impulse ×1.7 in this toy.
Estimate
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Horizontal distance (abstract units)
Launch speed—
Hang time—
Peak height—