Difference between revisions of "Jumping Skills"
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{{Infobox manual/Header}} | {{Infobox manual/Header}} | ||
− | + | Part of the Fortress Forever player's armament is the ability to propel themselves across the battlefield. For some classes such as the weak Scout, this ability is vital. | |
==Concussion jumps== | ==Concussion jumps== | ||
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+ | ''Main Article: [[Concjumping]]'' | ||
Concussion jumps are the #1 way to cover large distances across the battlefield. | Concussion jumps are the #1 way to cover large distances across the battlefield. | ||
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===Hand held=== | ===Hand held=== | ||
− | As an alternative, you don't actually have to drop the concussion grenade in order to do a concussion jump. Just let the timer run its course and jump when it detonates. The timing of this is more difficult than a regular "dropped" jump, but it is more powerful and flexible. You will be boosted in the current direction that you are travelling, so you will need to time your jump in order to be sent in the direction you want. | + | As an alternative, you don't actually have to drop the concussion grenade in order to do a concussion jump. Just let the timer run its course and jump when it detonates. The timing of this is more difficult than a regular "dropped" jump, but it is more powerful and flexible. You will be boosted in the current direction that you are travelling, so you will need to time your jump in order to be sent in the direction you want. Holding the concussion grenade and not jumping will still result in a small concussion jump forward, however the difference can be significant if you time a jump correctly. |
[http://www.youtube.com/watch?v=RKUz2KL3xTo Video Tutorial on Youtube (Low quality)] or [http://www.stage6.com/user/ArxFF/video/1958642/Fortress-Forever---Tutorial-1---Conc-Jumping Stage6 (High quality)] | [http://www.youtube.com/watch?v=RKUz2KL3xTo Video Tutorial on Youtube (Low quality)] or [http://www.stage6.com/user/ArxFF/video/1958642/Fortress-Forever---Tutorial-1---Conc-Jumping Stage6 (High quality)] | ||
− | + | ==Rocket jumps== | |
+ | Includes: Soldier RPG, Pyro IC | ||
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To rocket jump, run, look straight down, then fire and jump at the same time. That's all there is to it. It takes some time to learn the timing between the jump and firing the RPG, but with a little practice, anyone can do it. | To rocket jump, run, look straight down, then fire and jump at the same time. That's all there is to it. It takes some time to learn the timing between the jump and firing the RPG, but with a little practice, anyone can do it. | ||
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* Jumping and firing the rocket at an angle while running backwards, to escape from pursuers. | * Jumping and firing the rocket at an angle while running backwards, to escape from pursuers. | ||
* Varying the timing of the jump and rocket to reduce the amount of damage done, when jumping shorter heights. | * Varying the timing of the jump and rocket to reduce the amount of damage done, when jumping shorter heights. | ||
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+ | ===Notes=== | ||
+ | The Pyro's IC is less powerful than the Soldier's RPG but can be used in combination with the napalm grenade to get a very big boost. Additionally the Pyro can 'glide' through the air by firing his flamethrower downwards to give a little vertical push upwards. | ||
[[Rocket_Jump|More rocket jumping tips]] | [[Rocket_Jump|More rocket jumping tips]] | ||
− | == | + | [[Pyro_Jump|More pyro jumping tips]] |
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+ | ==Flamethrower Jumping== | ||
+ | The flamethrower is a very useful tool to the Pyro who likes to fly through the sky. It has a jet pack-like effect that pushes you up a bit if you point it down and fire it while jumping. The height gain is not huge, but it can be used in conjunction with the incendiary cannon and grenades. By pointing down and firing while jumping horizontally, you can cover more distance. You can also use it to cushion falls to a certain extent. | ||
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+ | Some things to note about this jump: | ||
+ | * If you're good at bunnyhopping, try bunnyhopping backwards while firing the flamethrower. | ||
+ | * A prime example where this comes in handy is the crossover2 pit. Drop down onto the ledge right below the actual ledge (on top of that weird U-shape thing in the middle) and then glide down to safety. You can drop into the pit without taking any damage. | ||
+ | * The Pushforce Cap for the flamethrower is 850 | ||
+ | * The maximum Upforce for the flamethrower is 110 | ||
==Explosive grenade jumps== | ==Explosive grenade jumps== | ||
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Note that the explosive power of the Engineer's EMP grenade is relative to the amount of ammo in the nearby vicinity (including ammo that you are carrying). To get enough distance you will need to restock with lots of ammo in order to give yourself a good explosive boost. | Note that the explosive power of the Engineer's EMP grenade is relative to the amount of ammo in the nearby vicinity (including ammo that you are carrying). To get enough distance you will need to restock with lots of ammo in order to give yourself a good explosive boost. | ||
+ | ==Pipe jumps== | ||
+ | Similar to dropped grenade jumping, only this time you can control when the explosion occurs. This makes it easier to time the jumps. | ||
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Latest revision as of 16:15, 10 July 2011
Concussion jumpsMain Article: Concjumping Concussion jumps are the #1 way to cover large distances across the battlefield. DroppedThe basic premise is easy: drop a concussion grenade on the ground and then jump over it when it explodes. The resulting explosion propels you high into the sky. As with anything, practice is needed to get the timing and such down. Your direction of travel is based on the direction you are located relative to the grenade. Jumping directly over the grenade will send you up, jumping to one side will fling you horizontally. The concussion blast will also push you further the further away you are from the grenade itself, so for very long jumps you'll need to be right on the outskirts of the blast. Hand heldAs an alternative, you don't actually have to drop the concussion grenade in order to do a concussion jump. Just let the timer run its course and jump when it detonates. The timing of this is more difficult than a regular "dropped" jump, but it is more powerful and flexible. You will be boosted in the current direction that you are travelling, so you will need to time your jump in order to be sent in the direction you want. Holding the concussion grenade and not jumping will still result in a small concussion jump forward, however the difference can be significant if you time a jump correctly. Video Tutorial on Youtube (Low quality) or Stage6 (High quality) Rocket jumpsIncludes: Soldier RPG, Pyro IC To rocket jump, run, look straight down, then fire and jump at the same time. That's all there is to it. It takes some time to learn the timing between the jump and firing the RPG, but with a little practice, anyone can do it. Some variations on this jump:
NotesThe Pyro's IC is less powerful than the Soldier's RPG but can be used in combination with the napalm grenade to get a very big boost. Additionally the Pyro can 'glide' through the air by firing his flamethrower downwards to give a little vertical push upwards.
Flamethrower JumpingThe flamethrower is a very useful tool to the Pyro who likes to fly through the sky. It has a jet pack-like effect that pushes you up a bit if you point it down and fire it while jumping. The height gain is not huge, but it can be used in conjunction with the incendiary cannon and grenades. By pointing down and firing while jumping horizontally, you can cover more distance. You can also use it to cushion falls to a certain extent. Some things to note about this jump:
Explosive grenade jumpsIncludes: Normal grenades, MIRV grenades, EMP grenades Any explosion is going to assert a force on nearby objects. You can use this to your advantage by blowing yourself across the battlefield. Of course, you will lose a lot of health doing this, so you had better hope there is a health pack on the other side. Basic dropped jumpThis is pretty similar to the concussion grenade jump, only less powerful and it will hurt you. This time however you will need to be closer to the grenade to travel further, as the explosive force reduces over distance. Hand heldOnce again this is very similar to the hand held concussion jump, only more tricky and painful. EMP jumpsNote that the explosive power of the Engineer's EMP grenade is relative to the amount of ammo in the nearby vicinity (including ammo that you are carrying). To get enough distance you will need to restock with lots of ammo in order to give yourself a good explosive boost. Pipe jumpsSimilar to dropped grenade jumping, only this time you can control when the explosion occurs. This makes it easier to time the jumps.
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