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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%''' | ||
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+ | === [[Soldier]] === | ||
+ | Default: '''80%''' | ||
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+ | Escape Plan, 121-160 [[Health]]: '''88%''' | ||
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+ | Escape Plan, 81-120 Health: '''96%''' | ||
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+ | Escape Plan, 41-80 Health: '''112%''' | ||
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+ | Escape Plan, under 40 Health: '''128%''' | ||
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+ | === [[Pyro]] === | ||
+ | Default: 100% | ||
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+ | With Gas Jockey's Gear set: '''110%''' | ||
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+ | === [[Demoman]] === | ||
+ | Default: '''93%''' | ||
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+ | With Head-Taking Sword equipped and 1 head: '''101%''' | ||
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+ | 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% ''' | |
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− | + | With Scotsman's Skullcutter equiped: '''73%''' | |
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− | + | Charging with Chargin' Targe or Splendid Screen: '''250%''' | |
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− | === | + | === [[Heavy]] === |
− | + | Default: '''77%''' | |
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− | + | While Minigun is spun up: '''37%''' | |
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− | + | While Brass Beast is spun up: '''15%''' | |
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− | + | Wielding Gloves of Running Urgently: '''100%''' | |
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− | === | + | === [[Engineer]] === |
− | + | Default: '''100%''' | |
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− | + | While hauling a [[building]]: '''75%''' | |
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− | === | + | === [[Medic]] === |
− | + | Default: '''107%''' | |
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− | + | Wielding [[Overdose]] at 100% charge: '''117%''' | |
− | + | Healing a Scout with Quick-Fix: '''133%''' | |
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− | === | + | === [[Sniper]] === |
− | + | Default: ''100%''' | |
− | + | With a Rifle zoomed in: '''27%''' | |
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− | + | With Huntsman drawn: '''53%''' | |
− | === | + | === [[Spy]] === |
− | '' | + | Default: '''100%''' |
− | + | Disguised as Scout: '''100%''' | |
− | + | Disguised as Heavy: '''77%''' | |
− | + | Disguised as Soldier: '''80%''' | |
− | '' | ||
− | + | Disguised as Demoman: '''93%''' | |
− | === | + | == Other Movement Techniques == |
− | |||
− | + | === Double Jump === | |
+ | When in the air as scout, Scouts can press jump again for an additional jump. This can go in any direction, and is extremely useful for maneuvering around maps or throwing off attacking opponents. | ||
− | === | + | === Rocket Jump === |
− | + | ''Main article: [[Rocket Jumping]]'' | |
− | + | Soldiers can jump, crouch, and shoot a rocket near themselves to go flying through the air. This can be useful for running towards a battle, obtaining [[height advantage]], or fleeing to safety. [[Gunboats]] causes Soldiers to take 60% less damage while rocket jumping. | |
− | === | + | === Sticky Jump === |
− | + | ''Main article: [[Sticky Jumping]]'' | |
− | + | Demomen can also jump, crouch, and 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 almost always sticky jump during the [[rollout]] at the start of a round. | |
− | == | + | === 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 |