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− | + | Movement is one of the staples of Team Fortress 2, it is very characteristic but at the same time very influenced by games like quake and Team Fortress Classic. Explosive jumping mechanics give the slower classes a much higher mobility and allow the game pace to increase. This makes it a much more complex game, as a player to be sucessfull in it has not only to master deathmatch ability and gamesense, but to master the different movement and jumping techniques as well. | |
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− | Movement is one of the staples of Team Fortress 2, it is very characteristic but at the same time very influenced by games like | ||
== Speed == | == Speed == | ||
− | Speed is measured using hammer units/sec. The standard is 300 hu/sec or 100%. This is the speed of the Pyro, Sniper, and | + | 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. Moving backwards reduces the speed to 90% of what it would be otherwise. Note: If you strafe while moving backwards, you will move at full speed (diagonally, not backwards). Crouched movement becomes 33% |
=== Scout === | === Scout === | ||
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* Uncharged [[Baby Face's Blaster]]: | * Uncharged [[Baby Face's Blaster]]: | ||
* Charged Baby Face's Blaster: | * Charged Baby Face's Blaster: | ||
+ | * With [[Crit-A-Cola]] effect: | ||
+ | * Uncharged Baby's Face's Blaster with Crit-A-Cola: | ||
+ | * Charged Baby's Face's Blaster with Crit-A-Cola: | ||
| | | | ||
*'''133%''' | *'''133%''' | ||
− | *''' | + | *'''87%''' |
+ | *'''172%''' | ||
+ | *'''167%''' | ||
+ | *'''108%''' | ||
*'''173%''' | *'''173%''' | ||
| | | | ||
*'''44%''' | *'''44%''' | ||
− | *''' | + | *'''29%''' |
+ | *'''57%''' | ||
+ | *'''56%''' | ||
+ | *'''36%''' | ||
*'''58%''' | *'''58%''' | ||
| | | | ||
*'''120%''' | *'''120%''' | ||
− | *''' | + | *'''78%''' |
+ | *'''155%''' | ||
+ | *'''150%''' | ||
+ | *'''98%''' | ||
*'''156%''' | *'''156%''' | ||
|} | |} | ||
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* With Head-taking weapon equipped & 4 Heads: | * With Head-taking weapon equipped & 4 Heads: | ||
* With [[Scotsman's Skullcutter]] equipped | * With [[Scotsman's Skullcutter]] equipped | ||
− | * Charging with [[Chargin' Targe]]/[[Splendid Screen | + | * Charging with [[Chargin' Targe]]/[[Splendid Screen]] |
| | | | ||
*'''93%''' | *'''93%''' | ||
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| | | | ||
*'''100%''' | *'''100%''' | ||
− | *''' | + | *'''75%''' |
| | | | ||
*'''33%''' | *'''33%''' | ||
− | *''' | + | *'''25%''' |
| | | | ||
*'''90%''' | *'''90%''' | ||
− | *''' | + | *'''68%''' |
|} | |} | ||
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* '''''Default''''' | * '''''Default''''' | ||
* Wielding [[Overdose]] at 100% [[ÜberCharge]] | * Wielding [[Overdose]] at 100% [[ÜberCharge]] | ||
− | * Healing a [[Scout]] | + | * Healing a [[Scout]] with the [[Quick-Fix]] |
− | * Healing a [[Pyro]] using the [[Powerjack]] | + | * Healing a [[Pyro]] using the [[Powerjack]] with the [[Quick-Fix]] |
| | | | ||
*'''107%''' | *'''107%''' | ||
− | *''' | + | *'''117%''' |
*'''133%''' | *'''133%''' | ||
*'''115%''' | *'''115%''' | ||
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* Disguised as [[Demoman]]: | * Disguised as [[Demoman]]: | ||
* Disguised as [[Heavy]]: | * Disguised as [[Heavy]]: | ||
− | |||
* All other Disguises: | * All other Disguises: | ||
| | | | ||
− | *''' | + | *'''100%''' |
*'''80%''' | *'''80%''' | ||
*'''93%''' | *'''93%''' | ||
*'''77%''' | *'''77%''' | ||
− | |||
*'''100%''' | *'''100%''' | ||
| | | | ||
− | *''' | + | *'''33%''' |
*'''27%''' | *'''27%''' | ||
*'''31%''' | *'''31%''' | ||
*'''26%''' | *'''26%''' | ||
− | |||
*'''33%''' | *'''33%''' | ||
| | | | ||
− | *''' | + | *'''90%''' |
*'''72%''' | *'''72%''' | ||
*'''84%''' | *'''84%''' | ||
*'''69%''' | *'''69%''' | ||
− | |||
*'''90%''' | *'''90%''' | ||
|} | |} | ||
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=== Crouch Jumping === | === 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. | + | 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 === | === Double Jump === | ||
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=== Sentry Jump === | === 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 | + | 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]]. |
− | + | [http://www.youtube.com/watch?v=MgNI36HPTY0 Click here for a video demonstrating sentry jumping] | |
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=== Explosive Surfing === | === 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. | 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 | |
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− | == | + | ==See Also== |
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− | [ | + | [http://www.youtube.com/watch?v=Dx8CHK_bhAU Guide to Walking Backwards at Full Speed] |