Jumping: Difference between revisions
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SciF1Qizard (talk | contribs) Added coilgun jumping |
SciF1Qizard (talk | contribs) Added mine jumping, related achievements and a gallery. |
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'''Jumping''' is a basic ability every class is able to do. It is done by presisng the jump key (Default: Space bar). Upon jumping, the player will move vertically above the ground and comes back down again. It is possible to reach even higher by using maneuvers such as crouch-jumping. Jumping can be used to reach elevated areas, to dodge projectiles or as [[Scout]] change direction mid-air. | '''Jumping''' is a basic ability every class is able to do. It is done by presisng the jump key (Default: Space bar). Upon jumping, the player will move vertically above the ground and comes back down again. It is possible to reach even higher by using maneuvers such as crouch-jumping. Jumping can be used to reach elevated areas, to dodge projectiles or as [[Scout]] change direction mid-air. | ||
Every class is able to do the basic jump and crouch-jump, however there are other more technical which are more class or weapon specific. | Every class is able to do the basic jump and crouch-jump, however there are other more technical which are more class or weapon specific. | ||
[[File:Fight or flight engineer (1).png|thumb|alt=BLU Engineer relly likes to fly.]] | |||
== Basic maneuvers == | == Basic maneuvers == | ||
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=== Double Jump === | === Double Jump === | ||
Scout is the only class with the ability to double jump. By pressing the jump key while in the air the Scout will perform a second, mid-air jump. The extra height and distance this granst can allow the Scout allow access to areas other classes cannot access. You can also jump in an alternate direction, cancelling your momentum one way. This cna be utilized to avoid enemy fire. A careless double jump does leave a Player vulnerable and can be easily punished. | Scout is the only class with the ability to double jump. By pressing the jump key while in the air the Scout will perform a second, mid-air jump. The extra height and distance this granst can allow the Scout allow access to areas other classes cannot access. You can also jump in an alternate direction, cancelling your momentum one way. This cna be utilized to avoid enemy fire. A careless double jump does leave a Player vulnerable and can be easily punished. | ||
== Soldier Jumps == | == Soldier Jumps == | ||
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=== Reflect Jumping === | === Reflect Jumping === | ||
Just like a Soldier using a rocket to Rocket-Jump, a [[Pyro]] can use a [[ | Just like a Soldier using a rocket to Rocket-Jump, a [[Pyro]] can use a [[Airblast|reflected]] rocket to jump. A reflected projectile follows the Pyro's crosshair. Time the reflect and point the crosshair towards the ground, and crouch-jump. It is possible to jump with any reflect explosive, but rockets are the easiest. This technique can allow Pyros to catch their enemies off-guard mid-fight. | ||
== Demoman Jumps == | == Demoman Jumps == | ||
=== Stickybomb Jumping === | === Stickybomb Jumping === | ||
Similarly to a Soldier using the knockback from his rockets to jump, Demoman is able to use the knockback from his [[Stickybomb Launcher|stickies]] to propel himself. The most basic form of this is shooting a stickybomb, then jumping on top, crouching and detonating the explosive. Its best to shoot on front of yourself to compensate for the stickybomb's arm time. The direction and speed of the Demoman is influenced by the placement and movement of the Demoman. | Similarly to a Soldier using the knockback from his rockets to jump, Demoman is able to use the knockback from his [[Stickybomb Launcher|stickies]] to propel himself. The most basic form of this is shooting a stickybomb, then jumping on top, crouching and detonating the explosive. Its best to shoot on front of yourself to compensate for the stickybomb's arm time. The direction and speed of the Demoman is influenced by the placement and movement of the Demoman. | ||
=== Mine Jumping === | |||
Very similar to sticky jumping, but instead of a sticky bomb its with a [[Mine Layer|mine]]. Mines detonate when the [[Demoman]] who placed them or by enemies get close enough. Mines detonate after 0.6 seconds of the wielder or enemies get close, so time your jump carefully. The way this works is very similar to sticky jumping. You need walk close to the mine, wait for the right moment, jump over the mine, crouch and go flying. This method is used a lot less since mines require more strict timing. Enemies can also do this by walking close to enemy mines and jumping over them. Theres even an [[achievement]] for it. | |||
=== Pipe Jumping === | === Pipe Jumping === | ||
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=== Coilgun Boosting === | === Coilgun Boosting === | ||
The [[Coilgun]] has a charging function. When charged the Coilgun's projectile increases in speed and damage, however charging the gun for too long will result in the weapon overcharging, causing an explosion at the user's position. This explosion deals 50 self-damage and propels the user upward. The height achieved can be increased by jumping before the explosion occurs. The user's trajectory doesn't change based on where the Coilgun is aimed; the user is always launched upwards. However the trajectory travelled is still influenced by the user's previous movement. This can be very useful for allowing the Engineer to reach higher places, but the health cost is significant and this technique can only be used twice (not counting fall damage) before it will kill the user. | The [[Coilgun]] has a charging function. When charged the Coilgun's projectile increases in speed and damage, however charging the gun for too long will result in the weapon overcharging, causing an explosion at the user's position. This explosion deals 50 self-damage and propels the user upward. The height achieved can be increased by jumping before the explosion occurs. The user's trajectory doesn't change based on where the Coilgun is aimed; the user is always launched upwards. However the trajectory travelled is still influenced by the user's previous movement. This can be very useful for allowing the Engineer to reach higher places, but the health cost is significant and this technique can only be used twice (not counting fall damage) before it will kill the user. | ||
== Related Achievements == | |||
{{Achievement table| | |||
{{Achievement|achievement_tranq_hit_blastjump}} | |||
{{Achievement|achievement_surf_enemy_mine}} | |||
{{Achievement|achievement_air_combat}} | |||
{{Achievement|achievement_headshot_kill_midflight}} | |||
{{Achievement|achievement_jumppad_stomp}} | |||
{{Achievement|achievement_jumppad_enemy_spy_backstab}} | |||
{{Achievement|achievement_jumppad_extinguish}} | |||
{{Achievement|achievement_jumppad_progression}} | |||
{{Achievement|achievement_jumppad_progression_assist}} | |||
{{Achievement|achievement_aa_vs_airborne}} | |||
{{Achievement|achievement_ssg_pounce}} | |||
}} | |||
== Gallery == | |||
<gallery> | |||
File:Fight or flight engineer (1).png|BLU Engineer loves to fly. | |||
File:Fight_or_flight_heavy.png|This is what happens when you fly with 11 PhDs instead of a pilot's license. | |||
</gallery> | |||