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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—