Difference between revisions of "Rocket Jumping"

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Knowledge of jumping can be what makes a good roamer great. Escaping, bombing, rollouts, and all around movement includes jumping.
 
Knowledge of jumping can be what makes a good roamer great. Escaping, bombing, rollouts, and all around movement includes jumping.
  
===Rollouts===
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====Rollouts====
 
With most [http://wiki.teamfortress.com/wiki/Competitive_dynamics#Rollouts rollouts], the roamer will have to rocket jump to mid as the medic heals him, while the pocket will 'escape plan.' This is done so that when the roamer reaches mid, the pocket will have crit heals (Take a look [http://wiki.teamfortress.com/wiki/Medic_weapons_(competitive)#Medi_Gun here] for more details on crit heals under the 'Special' box)
 
With most [http://wiki.teamfortress.com/wiki/Competitive_dynamics#Rollouts rollouts], the roamer will have to rocket jump to mid as the medic heals him, while the pocket will 'escape plan.' This is done so that when the roamer reaches mid, the pocket will have crit heals (Take a look [http://wiki.teamfortress.com/wiki/Medic_weapons_(competitive)#Medi_Gun here] for more details on crit heals under the 'Special' box)
  

Revision as of 06:09, 1 July 2013

As a Soldier, you can perform a rocket jump by jumping and shooting a rocket near yourself simultaneously. This maneuver turns the second slowest class in TF2 after the Heavy into one of the most mobile, evasive and aggressive forces in the game. Creative jumping can be used to avoid enemies, soar over map obstacles, and damage your opponents from a place they'll rarely look: the sky above them. However, this comes at the cost of the user's health.

6v6 Roamer

In the 6v6 ruleset, the roaming soldier rocket jumps frequently for mobility. As the medic is usually busy with the pocket and demo, the roamer will jump to health packs and away from the combo. For this reason most roamers will use the gunboats instead of the shotgun in order to jump around while taking less damage. This was only recently allowed in the ETF2L league rules.

Knowledge of jumping can be what makes a good roamer great. Escaping, bombing, rollouts, and all around movement includes jumping.

Rollouts

With most rollouts, the roamer will have to rocket jump to mid as the medic heals him, while the pocket will 'escape plan.' This is done so that when the roamer reaches mid, the pocket will have crit heals (Take a look here for more details on crit heals under the 'Special' box)

Jump Servers

The best way to learn to rocket jump efficiently is by practice. Some jump servers include:

BBHOD Jump Server(68.232.182.75:27015)

24/7 Jump Hell(69.162.110.91:27014)

Chillout Zone(85.114.153.234:10100)

Video Tutorials

The Ultimate TF2 Rocket Jumping Tutorial has been used by new jumpers for years in order to start to understand the complexities of jumping.