Movement

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Revision as of 20:06, 3 July 2013 by 66.46.11.98 (talk) (word fix)
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Speed

Speed is measured using hammer units / sec. The standard is 300 hu/sec, or 100%. This is the speed of the Pyro, Sniper, Engineer, and Spy. Note that speed while moving backwards is 90% of what it would be otherwise, and while crouched it becomes 33%

Scout

Default: 133%

Baby Face's Blaster, uncharged: 87%

Baby Face's Blaster, charged: 172%

With Crit-A-Cola effect: 167%

Soldier

Default: 80%

Escape Plan, 121-160 Health: 88%

Escape Plan, 81-120 Health: 96%

Escape Plan, 41-80 Health: 112%

Escape Plan, under 40 Health: 128%

Pyro

Default: 100%

With Gas Jockey's Gear set: 110%

Demoman

Default: 93%

With Head-Taking Sword equipped and 1 head: 101%

With Head-Taking Sword equipped and 2 heads: 108%

With Head-Taking Sword equipped and 3 heads: 116%

With Head-Taking Sword equipped and 4+ heads: 123%

With Scotsman's Skullcutter equiped: 73%

Charging with Chargin' Targe or Splendid Screen: 250%

Heavy

Default: 77%

While Minigun is spun up: 37%

While Brass Beast is spun up: 15%

Wielding Gloves of Running Urgently: 100%

Engineer

Default: 100%

While hauling a building: 75%

Medic

Default: 107%

Wielding Overdose at 100% charge: 117%

Healing a Scout with Quick-Fix: 133%

Sniper

Default: 100%

With a Rifle zoomed in: 27%

With Huntsman drawn: 53%

Spy

Default: 100%

Disguised as Heavy: 77%

Disguised as Soldier: 80%

Disguised as Demoman: 93%

All other disguises: 100%

Other Movement Techniques

Crouch Jumping

Crouch jumping is the basic technique of pressing crouch while jumping. Crouch Jumping moves the player model an additional hammer unit up, and can allow access to things otherwise inaccessible by basic jumping.

Double Jump

When in the air as Scout, pressing jump again gives an additional midair jump. This is useful for manoeuvring around maps or dodging and confusing enemies.

Boston Basher Jump

A Scout is able to use the knockback of self damage from the Boston Basher along with his jump in order to increase the height and length of his jump. This is useful for climbing things like the spire on badlands.

Rocket Jump

Main article: Rocket Jumping

Soldiers can shoot a rocket near themselves to achieve height or speed through the air. This can be useful for running towards a battle, obtaining height advantage, attacking players, or fleeing to safety. There are multiple jump techniques to help Soldiers achieve more speed or height. Gunboats causes Soldiers to take 60% less damage while rocket jumping.

Sticky Jump

Main article: Sticky Jumping

Demomen can also detonate a sticky near their feet for a boost. This causes more self-damage than a Soldier's rocket jump, but also provides a bigger boost. A Demoman will sticky jump during a rollout, fleeing, or attacking.

Sentry Jump

There are two types of Sentry Jumping; Sentry Rocket Jumping and Bullet Jumping. Using the Wrangler and a level 3 sentry, the Engineer can shoot his sentry's rockets at his own feet, propelling him into the air like a regular rocket jump. By quickly switching to a different weapon and rightclicking on his sentry, he can bring the building with him to build in unexpected places. Bullet Jumping can be done with any level sentry, along with mini-sentries. Bullet Jumping is the act of using the knockback from the damage received from sentry bullets to propel the Engineer. Bullet Jumping is useful when running mini-sentries or when a sentry is at level one or two for making short leaps such as onto the roof of cp_gravelpit B-Point or the balcony of koth_arctic. Click here for a video demonstrating sentry jumping

Explosive Surfing

Any class is capable of timing a jump with an enemy's projectile and using it to their advantage. This is a common practice among Medics, who often surf away from damage and to the safety of their team.

One particular example of this: http://youtu.be/2IcWmpkjMKo?t=4m5s