Difference between revisions of "Movement (Classic)"
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== Grenade Jumping == | == Grenade Jumping == | ||
− | A grenade jump is preformed with a conc or | + | A grenade jump is preformed with a conc or Frag Grenade. Thrown a grenade on the ground. Right as it is about to detonate, run over it and jump. The knockback will send you flying through the air at a decent speed. Grenade jumps can be combined with a Soldier's rocket or a Demoman's pipe to increase the speed and distance. Once airborn, use airstrafing to increase your distance. With good timing, a player can chain multipul grenade jumps in the air by releasing the grenade just as it is about to explode. On some maps, Scouts and medics can cross the whole map without touching the ground. |
== Hand Held Grenage Juming == | == Hand Held Grenage Juming == | ||
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== Dispenser Jumping == | == Dispenser Jumping == | ||
− | An | + | An Engineer does not have enough health to make full use of grenade jumping. Dispenser jumping allows the Engineer to reach a larger range of heights. When a Dispenser is destroyed, it will create an explosion proportional to the amount of ammo in it. Stand on the Dispenser, jump, and detonate the Dispenser to effectively create a weaker grenade jump. This takes some pratice as a Dispenser can easily hold enough ammo to kill the Engineer. |
== Teleporting the Flag == | == Teleporting the Flag == | ||
When a player throws a flag, there is a cooldown before they can pick it up again. When a play stops over a teleport entrance, the game checks to see if they have a flag on them. If they do, the teleportation is canceled. The actual process of teleporting takes about a second before the player is moved. A way to teleport the flag can be seen by creatively combining this information. | When a player throws a flag, there is a cooldown before they can pick it up again. When a play stops over a teleport entrance, the game checks to see if they have a flag on them. If they do, the teleportation is canceled. The actual process of teleporting takes about a second before the player is moved. A way to teleport the flag can be seen by creatively combining this information. | ||
− | Begin by picking up the flag and throwing it on to the teleport entrance. Wait about 5 seconds then move onto the teleporter. If timed correctly, you will not pick up the flag and will start to teleport. The cooldown for picking up the flag will then expire mid-teleport. You will then automatically pick up the flag and arrive at the exit with the flag in hand. This amusing glitch is not feasible in a normal game due to the difficulty of getting an | + | Begin by picking up the flag and throwing it on to the teleport entrance. Wait about 5 seconds then move onto the teleporter. If timed correctly, you will not pick up the flag and will start to teleport. The cooldown for picking up the flag will then expire mid-teleport. You will then automatically pick up the flag and arrive at the exit with the flag in hand. This amusing glitch is not feasible in a normal game due to the difficulty of getting an Engineer into the enemy's flag room and keeping the setup alive. |
[[Category:Gameplay (Classic)]] | [[Category:Gameplay (Classic)]] |
Revision as of 22:58, 26 October 2010
Contents
Bunnyhopping
Bunnyhopping uses a feature of the game engine to increase movement speed. The TFC game engine uses air acceleration so that when you hold your strafe key while in the air and move your mouse in that direction of the strafe, your movement speed will increase. To accomplish bunnyhopping, first hit jump and left strafe + move mouse left about 45 degrees while in the air, the moment you hit the ground jump again and right strafe + move mouse to the right an equal amount, keep repeating process. This will allow your character in TFC to move at roughly ~170% of their normal running speed. Note that you must also jump the moment you hit the ground. If you walk on the ground for even a second you will lose all your movement speed gained.
Note that you must not use the forward key while bunnyhopping or you could lose all your momentum and speed you gained.
You can use a concussion jump or propel yourself forward with an explosion and keep your momentum off them by going straight into bunnyhopping as soon as you touch the ground.
History of Bunnyhopping
Bunnyhopping was first introduced in Quake Team Fortress, then was made popular in Team Fortress Classic once it started catching on. Very few people knew about Bunnyhopping in Team Fortress Classic when the game was first released, then slowly starting catching on until it became very popular. At first, in Team fortress classic there was no movement speed increase cap, meaning you could speed your character up to as fast as you could react! Later, Valve added a patch in which movement speed increase was capped to ~170% of character running speed. If you go over this cap while in mid air, once you touch the ground, your speed increase will drop significantly. The trick is to keep at ~170% speed while not going over.
Wall Strafing and Strafe jump
To wall strafe, run along a wall, hold forward and strafe into the wall. This is useful in tight corridors where there is not enough room to do a full strafe jump.
With strafe jumping, you can increase your speed a little bit while in a jump. Unlike Bunnyhopping which does not use the forward key, if you hold the forward key + strafe key + move mouse in same direction as the strafe, you will increase your jump distance and speed for that one jump. Strafe jumping is the most common movement technique. It increases the player's speed while also allowing them to fight any enemies they encounter.
Chopping
When a character crouches after running, they slide forward a small distance. By repeatedly crouching with good timing, a player can move faster than the normal running speed. This technique is not commonly used as it is slower than strafe jumping
Ramp Sliding
By propelling yourself forward, by any means, into a ramp, your character will slide up that ramp provided you have enough speed in Team Fortress Classic. However, at the top of the ramp your character will appear to hit a "lip" and either stop or fly straight up. In order to get past the "lip" you must crouch just as you reach to top of the ramp in order to keep your momentum.
Sharking
Sharking is a term used when someone is skimming water in Team Fortress Classic. If you hold the jump key down while in water, you will stay at the top level of the water in TFC. By propelling yourself forward either into water or while in water, you can hold the jump key down while in the water to keep your momentum.
Grenade Jumping
A grenade jump is preformed with a conc or Frag Grenade. Thrown a grenade on the ground. Right as it is about to detonate, run over it and jump. The knockback will send you flying through the air at a decent speed. Grenade jumps can be combined with a Soldier's rocket or a Demoman's pipe to increase the speed and distance. Once airborn, use airstrafing to increase your distance. With good timing, a player can chain multipul grenade jumps in the air by releasing the grenade just as it is about to explode. On some maps, Scouts and medics can cross the whole map without touching the ground.
Hand Held Grenage Juming
Hand Held Grenade Jumps (hh jump) are closely related to a regular grenade jump. Instead of throwing the grenade, keep it held the entire time. Right as it is about to explode, jump. The exact timing will change the outcome of your jump. This allows for a much more flexable and jump that can be fine tuned to the player's liking.
Dispenser Jumping
An Engineer does not have enough health to make full use of grenade jumping. Dispenser jumping allows the Engineer to reach a larger range of heights. When a Dispenser is destroyed, it will create an explosion proportional to the amount of ammo in it. Stand on the Dispenser, jump, and detonate the Dispenser to effectively create a weaker grenade jump. This takes some pratice as a Dispenser can easily hold enough ammo to kill the Engineer.
Teleporting the Flag
When a player throws a flag, there is a cooldown before they can pick it up again. When a play stops over a teleport entrance, the game checks to see if they have a flag on them. If they do, the teleportation is canceled. The actual process of teleporting takes about a second before the player is moved. A way to teleport the flag can be seen by creatively combining this information. Begin by picking up the flag and throwing it on to the teleport entrance. Wait about 5 seconds then move onto the teleporter. If timed correctly, you will not pick up the flag and will start to teleport. The cooldown for picking up the flag will then expire mid-teleport. You will then automatically pick up the flag and arrive at the exit with the flag in hand. This amusing glitch is not feasible in a normal game due to the difficulty of getting an Engineer into the enemy's flag room and keeping the setup alive.