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− | [[Image:Triple jumping diagram.png|right|300px|thumb|使用[[Force-A-Nature/zh-hans|自然之力]]来辅助跳跃]] | + | |
+ | [[Image:Triple jumping diagram-cn.png|right|300px|thumb|使用[[Force-A-Nature/zh-hans|自然之力]]来辅助跳跃]] | ||
配合[[Force-A-Nature/zh-hans|自然之力]],侦察兵可以使用自然之力的击退能力,在自己进行二段跳后开枪,从而让自己跳的更高,而这就是'''三段跳'''。第三次'跳跃'是由自然之力开火所产生的,而且相比二段跳来说更难控制。但是,三段跳可以使得侦察兵到达比二段跳更高或更远的地方。这种跳法也被称为自然之跳。 | 配合[[Force-A-Nature/zh-hans|自然之力]],侦察兵可以使用自然之力的击退能力,在自己进行二段跳后开枪,从而让自己跳的更高,而这就是'''三段跳'''。第三次'跳跃'是由自然之力开火所产生的,而且相比二段跳来说更难控制。但是,三段跳可以使得侦察兵到达比二段跳更高或更远的地方。这种跳法也被称为自然之跳。 |
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“ | 嘿,我可以从这里看到我的基地!
点击试听 (英语)
— 侦察兵
|
” |
跳跃(Jumping)是每个兵种都拥有的基础技能。此动作会将玩家往垂直方向移动 45 个Hammer单位的距离。跳跃可以帮助玩家到达较高的地方、减少步行路程或是躲闪敌人的攻击。通过按下默认按键:空格键(Windows、Mac或SteamOS/Linux系统版本)、(Xbox 360版本)或是(PS3版本)以进行跳跃。
目录
相关武器
与跳跃相关的武器列表 | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
兵种 | 配置槽 | 物品 | ||||||||
主武器 | ||||||||||
自然之力† | 苏打炮手 | |||||||||
副武器 | ||||||||||
边锋球员 | ||||||||||
近战武器 | ||||||||||
波士顿狼牙棒 | 符文剑 | 原子能球棒 | ||||||||
主武器 | ||||||||||
火箭发射器† | 精确打击者 | 黑匣子† | 火箭伞兵 | 自由推进炮 | 绞牛机 5000 | 正宗雷神之锤火箭发射器 | 乞丐的火箭筒 | |||
空袭火箭筒 | ||||||||||
副武器 | ||||||||||
炮艇 | 踏步靴 | 极限降落伞 | ||||||||
近战武器 | ||||||||||
市场花园铁锹 | ||||||||||
主武器 | ||||||||||
火焰喷射器† | 彩虹喷灯 | 诺斯魔焰 | 偷袭烈焰喷射器† | 脱油剂 | 龙之怒焰 | |||||
副武器 | ||||||||||
起爆者 | 焦化枪 | 热能推进器 | ||||||||
主武器 | ||||||||||
榴弹发射器† | 脱缰巨炮 | 极限降落伞 | 铁弹发射器 | |||||||
副武器 | ||||||||||
黏性炸弹发射器† | 冲锋盾† | 苏格兰防御者 | 黏弹跳跃者 | 辉煌护盾 | 力挽狂澜 | 快速黏弹发射器 | ||||
近战武器 | ||||||||||
木柄手榴弹 | ||||||||||
副武器 | ||||||||||
遥控手柄† | 异形计数器 | |||||||||
副武器 | ||||||||||
快速医疗枪 | ||||||||||
注释 |
基础策略
蹲跳
在跳跃过程中,玩家可能会按住左控制键(Ctrl键)来让人物蹲下。这会使得游戏中的人物在跳跃时蜷缩双腿,因此能额外垂直移动一定距离。这样使得玩家可以跳上更高的地方或是缩小人物的有效命中体(即为Hitbox)的空间体积来躲闪攻击。很多时候,玩家在跳跃时很少会用的这个方法来躲避敌人攻击。其实这是个不错而且有效的躲避方法。
蹲跳也能够提升爆炸所产生的击退现象的效果。借助爆炸腾空时(例如火箭跳),进行蹲跳会比普通跳跃飞的更远。
空中转向
空中转向是指玩家在空中进行转向已改变运动方向的现象。当处在空中时,可以通过按住方向键以及平滑地移动鼠标进行空中转向。期间如果按住前进按键则会取消转向。其他细节请点击这里进行查看。
侦察兵的跳跃
侦察兵是唯一能够使用二段跳技能的兵种。而且可以通过使用自然之力、波士顿狼牙棒或是原子能球棒来提升其效果,以做出各种不同的跳跃。
二段跳
在跳起的时候再次按下跳跃键;第二次跳跃可以跳向任意你想去的方向。二段跳能为你提供额外的跳跃距离以及高度,因此侦察兵能够到达很多其他兵种到不了的地方。
由于二段跳的特性,侦察兵可以借此在空中快速地改变方向。你可以借此来躲开敌人的攻击、避免坠落伤害甚至是从敌人头上跳过他们背后进行袭击。如果在使用二段跳时不留心四周的情况,很容易会被有经验的狙击手杀掉。
三段跳
配合自然之力,侦察兵可以使用自然之力的击退能力,在自己进行二段跳后开枪,从而让自己跳的更高,而这就是三段跳。第三次'跳跃'是由自然之力开火所产生的,而且相比二段跳来说更难控制。但是,三段跳可以使得侦察兵到达比二段跳更高或更远的地方。这种跳法也被称为自然之跳。
另一种办法就是使用原子能球棒的第三次跳跃来进行三段跳,但侦察兵会受到 10 伤害值。
Force Jump
With the Force-A-Nature equipped, the Scout can use the recoil from a shot while in mid-air to propel himself even higher for an effective triple jump. The third "jump" produced by the Force-A-Nature shot has more horizontal force and is slightly more difficult to aim and predict than a double jump. By jumping forwards and firing the Force-A-Nature downwards, the player will propel himself higher than a double jump, but will still have the second jump available in reserve. This acts as a trade-off; horizontal momentum is lost in order to provide greater vertical displacement. As firing the Force-A-Nature while in the air will push the Scout in the opposite direction of the fired shot, the player can launch himself in any direction, even downwards.
自然之力跳
- 注意,这是自然之力跳,与上面所说的自然之跳不一样。
这是一种类似于三段跳(自然之跳)的跳跃方式。称为自然之力跳。先是进行一次跳跃,紧接着不是再次跳跃而是使用自然之力向下方开枪来进行跳跃,这种跳法比普通的二段跳要高一些,而且二段跳的第二次跳跃依然可以接着使用。这与三段跳对比正好相反:垂直距离跳得更高但是水平距离不远。
原子能跳
装备着原子能饮料时,侦察兵可以在无敌时利用敌队步哨枪的击退来飞到空中。步哨枪的等级越高,侦察兵飞的距离就越远。
狼牙棒跳
侦察兵可以使用波士顿狼牙棒的自残能力帮助自己跳到一些之前无法到达的地方。但是这么做是非常冒险的,因为只要挥空4下,一个满血的侦察兵就会把自己搞到只剩1点生命值。因此,要多多捡取地图上的医药包作为己用。
四段跳
将原子能球棒的三段跳和自然之力的击退合一起,侦察兵可以快速地跳跃四次。这可以使侦察兵快速地到达一个目标而仍然保持着高度,或到一个平时难以跳到的地方。
边锋球员跳
手持着边锋球员时,玩家的跳跃会增加 25% 的高度。这可用来跳过或跳到平时侦察兵跳不到的地方。这也可和原子能球棒与自然之力用在一起,来跳得更加远和高。
多段跳轻盈模式
当装满以及启用苏打炮手的能量时,玩家可以暂时多跳跃五次。这可让侦察兵跳到平时根本无法跳到的地方,让玩家跳得更远又更高。次武器也可让侦察兵难以被伤害到。注意到多段跳轻盈模式会代替原子能球棒的第三次跳跃;不过,边锋球员仍然可以用来使每一次跳跃都更高。
士兵的跳跃
基础火箭跳
火箭跳,是指士兵借助自己火箭爆炸冲击力进行的辅助式跳跃。火箭跳可以让玩家跳的很高以及很远,但是这通常会损耗一些血量。这个技巧可以帮助玩家达到地图上一些一般情况下到不了的地方、快速穿越地图、绕过障碍物或是向敌人发动突然袭击。在火箭跳时,士兵对自己打出的火箭具有40%的伤害抵抗能力(没有打到敌人)。暴击不会对自身造成额外的伤害或是炸飞额外的距离。在火箭跳过程中,士兵的靴子会冒烟而且还会燃烧,直到落地为止。 A rocket jump is any jump assisted by the explosive knockback of the Soldier's own rockets. A player can propel himself to great heights and distances, usually at the cost of some health. This technique is often used to reach unusual locations on the map, cover ground quickly, bypass barriers, and surprise foes. To assist with rocket jumps, the Soldier has a 40% damage resistance against any rocket he fires that hurts him while he is in the air. This resistance will take effect even if an enemy was hit with the same rocket used to rocket jump, unlike the Gunboats. Critical hits do not deal extra self-damage or extra knockback to the Soldier, so they will not propel him further. Any rocket jumping Soldier will display burning, smoky boots until he lands, similar to the Demoman.
To execute a rocket jump, simultaneously jump and fire a rocket at the ground below. The angle of the shot and distance from the explosion will determine the velocity and height of the jump. Crouch-jumping before firing the rocket will launch the player significantly farther. The sooner the explosion is made after jumping, the farther and faster the Soldier will fly.
The Market Gardener will deal lethal critical hits (195 damage) when the user is rocket jumping. Landing one of these can sometimes lead to a very impressive and satisfactory kill. Enemy rockets, grenades and stickies will count as an explosive jump if the player is not killed by the explosion. Experienced players can sometimes use this to land critical hits against enemies. Players can also bunnyhop on the ground very precisely before hitting someone to gain a critical hit. The B.A.S.E. Jumper can also be utilized by keeping the player airborne while they attack people with the Market Gardener.
Overload jump
An Overload jump can be achieved by jumping while overloading the Beggar's Bazooka. This form of rocket jumping is unique in the fact that it can allow the Soldier to perform up to three rocket jumps in mid-air, without worrying about having a surface to propel from, and allows the Soldier to achieve heights often denied to other Soldiers. Practice is required to time when to jump and where to aim while Overloading, but the technique isn't too difficult to learn. Due to the self-inflicted damage resulting from Overload jumping, especially if the Soldier plans on overloading three times per 'jump,' the Gunboats are highly suggested for this technique, as it will decrease the amount of damage from overloads. Knowing where Health Packs are on the map is also a necessity, as the multiple overloads and fall damage will often leave the Soldier at very low health.
基础火箭跳
即在起跳的同时向脚底下发射一枚火箭。发射的角度以及距离爆炸的远近共同决定了起跳后的飞行距离。使用蹲跳会比普通跳跃跳得更远。起跳时越快接触到爆炸,则接下来就飞得越远。
高级火箭跳
高级火箭跳是基础火箭跳的多变化版本。大多数都被用于跳跃图中,当然也可以在普通游戏中操作以获得快速的移动能力以及更远的跳跃距离。
- 更快速的火箭跳,需要借助地面以及墙壁的帮忙。瞄准墙壁与地面相交的角落处,然后进行蹲跳,紧接着开火。这种调法通常飞行角度不高但是具有很高的速度,而且比普通火箭跳飞得更远。
- 墙壁跳跃,在跳跃过程中需要借助墙壁的帮忙。在跳跃飞行途中,等靠近墙壁时,按住蹲下按键并朝墙壁开火。这相当于二段跳跃的火箭跳,能够让自己跳的更远更高。通常配合火箭跳一起使用,多见于跳跃地图。
- 弹簧跳,只在跳跃时连续地使用火箭跳跃,使得自己的滞空时间提升或是长时间的处于滞空状态。持续不断的爆炸冲击能让你处于滞空状态而且会提供前进的动力。这种跳跃方式可以使得你的速度突然间大幅提升,从而变得难以控制。你需要预测出你的位置以及接下来你可能到达的位置,同时要时刻调整瞄准方向以确保每发火箭都能落在自己脚下,有时候你需要稍微瞄的靠前一些来调整自己的速度。总之,不熟练的话你很可能会落地。在弹簧跳过程中你要始终保持下蹲状态。
- 双重火箭跳,这种跳跃需要两发火箭来辅助进行跳跃,这种情况只可能出现在跳跃地图中 因为需要一段很长的距离来进行准备。如果你在高处向下发射一枚火箭后再尾随它跳下去,那么你最终会比你发射的火箭更快的到达地面。落地之后,在你第一发火箭落地爆炸的同时进行火箭跳,那么两发火箭叠加起来的爆炸威力能够把你炸得又高又远。这种方法多用于通过跳跃地图中的一些拥有很高的障碍物关卡。
- 火箭连跳,这种方式指的是在跳跃过程中不断地转身并向自己身后发射火箭来进行的连续性跳跃。这种技巧需要使用者熟练地掌握其他类型的火箭跳跃技巧,还要具备不错的方向感。一个较为简单的方法就是你向后进行火箭连跳。不断地调整你的瞄准方向。这么做可以让火箭跳跃更快更准确,这也由于在起源引擎中,火箭是在人物的视觉模型边缘发射出去的,而不是在屏幕的正中央发射出去的。
- Water jumping is using the water physics of the Source engine to gain extra momentum. Players that are in the process of surfacing in deep water receive a minor boost upwards; rocket jumping during this time (likely against a wall) will augment this force into a very strong jump. Well is the most likely place to find this kind of jump.
- No damage will be dealt to the Soldier when rocket jumping if he has the Rocket Jumper equipped, although he will still receive fall damage. To avoid fall damage when using the Rocket Jumper, the player can launch a rocket just before landing the initial jump just in front of his feet. This will not launch the player into the air again (as seen with a Pogo jump), but cancels out the momentum, thus stopping fall damage from being dealt.
- Rocket jumping off of enemies or buildings will allow the Soldier to scale small barriers without going too high.
- Rocket jumping can be made more efficient with several items such as the Liberty Launcher and Gunboats, decreasing self-damage and allowing for more rocket jumps without depending on health packs. The Mantreads enable a rocket jumping Soldier to deal damage to his enemies upon landing on them, while also nullifying any fall damage the Soldier might have gotten.
- A bounce is when a player touches a teleportation system on a floor or platform on the same frame that they shoot their rocket, launching them up and preventing them to be teleported back to the beginning of a level. This is similar to a Bouncehop, in which you use the same technique but you only use Space and do not require the use of a Rocket Launcher. There are various maps that include this type of jumping method. Including jump_bounce, jump_bouncerific and jump_bouncehop. Another variation of a bounce is a powerbounce. This is when you bouncehop using a Rocket Launcher on a teleport surface. to rocket jump higher then a normal bounce.
- Edgebugging is when you land on the very edge of a block and you slide off it slightly. If you do it right there's no fall damage sound and you don't lose any health. You can also edgebug on surfaces with teleports on them. In addition to this, you can also edgeshot - which is when you shoot a rocket when you are edgebugging.
- Crouchtapping or Ctapping is when you tap crouch a split second before you jump. This makes you get extra height when you do a rocket jump. Ctap rocket jumps are higher than normal rocket jumps because crouching puts you closer to the ground(closer to the epicenter of the blast) send you further when you rocket jump. Some maps will require this type of jump in order for it to be completed, such as jump_legion.
爆破手的跳跃
基础黏弹跳
黏弹跳,即黏性炸弹跳,是指爆破手使用自己的黏性炸弹爆炸冲击力进行的辅助式跳跃。比起士兵的火箭跳,黏弹跳在跳跃时会消耗更多的生命值但是也跳的更高更远。与火箭跳一样,这个技巧长用于到达地图上的高点、穿越地形、翻越障碍物以及袭击敌人。在黏弹跳时,爆破手对自己的黏弹爆炸有25%的伤害抵抗能力(没有打中敌人)。暴击也不会对自身造成额外伤害或是提供额外的飞行距离。在飞行途中,人物的鞋子会冒烟而且还会着火,直到落地。
高级黏弹跳
高级黏弹跳的技巧与高级火箭跳相似,但是黏弹跳更加难,因为黏性炸弹具有引爆延迟。
- 双黏弹跳,指的不是一颗而是用两颗黏性炸弹来进行跳跃。这么做的话,你会损失更多的血量,但是你能够跳的更高更远。最好是在处于无敌状态或是超额治疗状态下使用这个方法。在常规游戏模式下,这种方法往往能飞越一大块地图区域。
- 三黏弹跳,顾名思义,这次是用三颗黏性炸弹来进行跳跃。除非是在无敌状态或是超额治疗状态下,不然不推荐使用这个方法,虽然它比双黏弹跳飞的更高更远。使用时请不要装备苏格兰长剑。很多时候在刚起跳时就可能把自己给炸死;即使能顺利升空,很多时候也会血量过少不足以让自己安全落地;即使安全落地,血量通常不会多过20点,会很容易被敌人击杀。
- 和火箭跳一样,利用墙壁与地面连接处的角落可以让自己飞的更快。原理也是一样的:通过牺牲跳跃高度来获得速度和距离的提升。
- 墙壁跳跃,黏弹跳也可以使用墙壁跳跃。由于引爆延迟,所以爆破手需要在引爆脚下面的黏性炸弹之前向目标墙上发射一颗黏性炸弹,由于时间差,所以在引爆同时新发射的黏弹不会被引爆,但是整个过程必须流畅。这个方法能让使用者获得大幅度的速度与高度提升。你也可以利用这个方法在墙壁之间来进行黏弹连跳,但是非常困难,而且一般只能在跳跃地图之中使用,不然可没有足够的生命值给自己这么耗。
- 弹簧跳,爆破手也可以使用弹簧跳,而且这还是爆破手高级跳跃技巧的必须课程。要进行弹簧跳,你要先在你的脚下放置一颗黏性炸弹,然后再放置另一颗,在发射新的炸弹的同时引爆之前的那一颗,接下来不断重复这个过程,期间你需要按住蹲下按钮,也可以通过方向键来控制移动方向。就想火箭弹簧跳一样,这个技巧可以长时间让你处于滞空状态。
- 空中弹簧跳,最难的爆破手跳跃技巧之一,通常只能在跳跃地图中完成。现在自己脚下放置一颗黏弹,然后朝空中或是高处发射一颗新的黏弹同时引爆脚下的那颗,这样能让自己尾随那颗黏弹飞向空中。如果时间恰当,你能够在引爆空中的那颗黏弹的时候赶上它,借助这样的再次爆破冲击力,把自己炸飞的更远更高。
- 使用黏弹跳跃者能够无伤地进行黏弹跳跃,虽然还是会受到坠落伤害。
榴弹跳
和火箭、黏弹以及其他爆炸类型的跳跃方式一样,爆破手的榴弹发射器能够被当作跳跃辅助工具使用。榴弹发射器的爆炸冲击力以及伤害值与火箭发射器相近,但是由于榴弹具有爆炸延迟,所以也是比较能掌握好时机的。虽然在平常很少被使用,但是对于那些装备了冲锋盾的爆破手来说,也不失为一种跳跃技巧。如果你布置了黏性炸弹但是又不想引爆它们的话,这也是个不错的选择。
关于使用好榴弹跳跃,有以下三条守则:
- 直接将榴弹向下发射或是利用墙壁进行反弹又或是发射到角落里,借此来控制好榴弹的落点。如果直接向前发射,会较难追得上,以致你还没有赶过去就爆炸了。
- 一般在榴弹发射后两秒就跑过去并进行蹲跳,这样你能更好地获得榴弹爆炸时所产生的冲击力来帮助自己进行跳跃。过早或是过迟地进行跳跃,都会使得自己跳不高以及难以控制前进方向。
- 进行竖直跳跃时,不要进行横向的移动。只要时机恰当,榴弹的爆炸力能给你提供足够的提升力与前进动力,帮助你越过较高的障碍物。
想要掌握好起跳时机,你可以试着使用以下的方法:在发射榴弹以后马上进行装弹,在第二下咔嗒发出时起跳(即榴弹发射器装弹动作结束后的上锁动作时)。
Caber jump
The Ullapool Caber can be used to jump; by striking the ground or a nearby wall, the Demoman will be launched directly upwards, making it useful to reach some high locations. However, caber jumps are more damaging than sticky jumps or grenade jumps, and while easier, are not as effective. It is also possible to use caber jumps in combination with sticky jumps and grenade jumps; by striking a wall while airborne, the Demoman will gain a significant boost.
Cannon jump
Similar to the Grenade Launcher, the Loose Cannon can be used to perform explosive jumps without the detonation of sticky bombs, or to retain the use of a charge shield.
- While burning the fuse with Loose Cannon, fire a cannonball and jump at the moment it is about to explode, while standing near and facing a wall; it will send you airborne. This can also be done while running and facing the ground; however, the timing is tricky. If the jump isn't made with proper timing, you will not achieve a high jump, and will only move a few feet.
- While in the air, you can extend the length of your jump using the Chargin' Targe, Splendid Screen, or Tide Turner.
- An alternative way to cannon jump is to burn the fuse until the cannonball blows in the barrel, and crouch-jump in the precise moment of the blast, giving a more powerful boost. When doing so, the Demoman should aim approximately behind him, as the explosion of the cannonball takes place inside the weapon.
Rampsliding
Rampsliding, or Trimping, uses the charging ability of either the Chargin' Targe, Splendid Screen or Tide Turner to propel the player off of inclined surfaces.
- Approach the incline you wish to slide off of at full running speed. You must not be stationary.
- Jump and charge at the base of the ramp simultaneously. The steeper the incline, the closer to the ramp's base you must be.
- Attempt to mid-air strafe sideways into the ramp (this is best done with the Tide Turner). Due to how the Source engine handles air strafing, you will gain a significant amount of speed.
- If timed correctly, you will preserve all forward momentum and fly through the air while charging. Crouch and use the strafe keys along with your mouse to maneuver.
- An alternate method to trimping is to jump and crouch in the air facing the ramp you wish to slide off of, and charge while still in the air with the crouch button held down.
A demonstration of a basic sticky jump. | A demonstration of a "mid-air pogo" sticky jump. | A demonstration of 'pogoing' techniques. | A demonstration of a basic grenade jump. | A demonstration of a grenade jump with a Chargin' Targe. | A demonstration of a basic caber jump. | A demonstration of "rampsliding". |
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火焰兵的跳跃
Deflected rocket jump
The Pyro can take advantage of the knockback effect of reflected projectiles. By aiming the compression blast at his feet, the Pyro can redirect the Soldier's or Sentry Gun's rocket into a powerful rocket jump. Because the Pyro has no self-damage resistance, this jump generally sends the Pyro farther and higher than a Soldier could manage, however this also means that the Pyro will take considerably more damage than a Soldier would in the same situation. Pyros can also jump with reflected grenades, though the reflecting force exerted by the compression blast in conjunction with the smaller window of time before the detonation make it very tricky to use properly. Sentry Gun rockets can also be used to jump; Sentry rockets will launch the Pyro higher into the air than the Soldier's rockets, but also inflict more damage.
Flare jump
The Pyro can use the explosive flares shot by the Detonator or Scorch Shot to gain additional jump height and distance. It can be used to clear gaps or jump to higher areas that are normally unreachable by the Pyro, which can prove useful for ambushing. The Detonator jump is significantly more powerful than the Scorch Shot jump. While incapable of damaging enemies, the explosion created by the Detonator's flare colliding with the world will boost the Pyro who shot it, preventing a necessity of timing a difficult manual detonation.
Thermal Thruster jump
The Pyro can use a Thermal Thruster's charge to launch itself in the direction it is looking when firing. When firing the Thermal Thruster, the initial liftoff sends the Pyro up a short distance in the direction it is aiming. The weapon's mobility greatly outperforms that of the Detonator and Scorch Shot, but it lacks offensive capability outside of its Mantread stomp effect. Its slow switch speed makes it more useful for sneaking into higher levels of the map than for making quick escapes or jumping into an attack.
工程师的跳跃
Building Step jump
The Building Step jump utilizes the Engineer's ability to stand on his own buildings in order to reach ledges that are at a medium height. It is executed by simply crouch-jumping on top of a building and using the height gained to crouch-jump up to the target ledge. While Sentry Guns are slightly taller than Dispensers, for this purpose, Dispensers are often more convenient to use due to a lower metal cost; there is almost no practical advantage to step jumping off of a Teleporter. Contrary to some expectations, the building does not have to be fully constructed or upgraded; the height it gives when stood on is constant, regardless of its animation and level.
Examples of potential locations for a Building Step jump include RED's advanced spawn on Dustbowl's stage 3 (which allows Engineers to return to spawn easily) and RED's right side of Gold Rush's stage 1 (which allows Engineers to reach a common setup location from an unexpected direction).
Note that savvy enemies are capable of using a Dispenser for a jump, just as its Engineer can. Disguised enemy Spies can also use Sentry Guns in this way.
步哨枪跳跃的原理是步哨枪的火箭以及子弹具有击退效果。通常,工程师需要使用牧马者遥控器来控制自己的步哨枪向着自己开火。某些时候,火焰冰也可以通过反射步哨枪的火箭来进行跳跃。同样道理,如果血量较为充足,你也可以跳起来让敌人的步哨枪把你打到安全的地方去。
通常工程师使用这种方法到达一些平时到不了的地方去建造步哨枪或是传送装置。
步哨火箭跳
有两种方法可以使用步哨火箭跳。
- 最简单的方法是遥控自己的步哨枪,当进行蹲跳的时候朝自己发射火箭。由于工程是没有伤害抵抗属性,因此使用这个方法会损失很多生命值但是能飞得很高。而降落的时候也要看准目标。
- 另一个方法比较难,但是可以让工程师带着自己的步哨枪一起进行跳跃。你先朝自己开火,然后马上切换成其他武器并在火箭把你打出建筑物搬运距离之前把自己的步哨枪扛起来。要求:手速要很快而且操作要连贯。
使用脚本可以自己自动完成那个较难的方法,但是手动的话可以让自己学到技术。对着你的步哨枪,让后快速的做出以下动作:蹲跳同时向自己发射火箭,切换武器以及扛起你的步哨枪。按键顺序如下:先是Spacebar(空格键) + Ctrl(左Ctrl键) + 鼠标右键,然后按Q键切换武器,最后再按一次鼠标右键。如果你不想进行蹲跳的步骤,你也可以站在自己的步哨枪上进行这套程序。
上述这个方法可以让你快速的重新部署步哨枪,能够节省大量的时间与资源。
步哨子弹跳
子弹跳跃比火箭跳跃更加困难,但是任何等级的步哨枪都能够使用这个方法而且对工程师造成的伤害也较小。快枪手机械臂放置的迷你步哨枪非常适合进行子弹跳跃。因为其威力较低、射速较快而且击退能力也很强。
这个技巧看起来不难。站在自己的步哨枪上面,瞄准你想去的地方,跳蹲然后开火。步哨枪的子弹会把你推向空中。绝大多数失败的案例是因为你瞄准的位置太低,因此步哨枪打不到你或是步哨枪的射击角度不够,克服不了重力的影响。
如果在角度掌握方面存在困难,你可以试试下面这个办法:把步哨枪建造在你先要去的地方旁边,站在上面,然后径直朝正上方开火。一旦你到达了想要去的地方的高度,就改变瞄准方向,指向目的地方向,然后再补上几颗子弹,你就可以成功着陆了。
Energy Orb jump
An Energy Orb jump utilizes the Short Circuit's self-damage when in close range of a enemy, giving almost the power of a Rocket Jump.
- This jump can deal less self-damage than that of the Sentry Rockets jump, as a Energy Orb jump will only take 15-20 Health points.
- How far the energy orb blast will push you depends on how much self-damage the inital jump did to the enemy and you.
火焰兵的火箭跳
火焰兵可以通过反弹技能来帮助自己进行火箭跳。利用压缩空气爆破能力,把敌人士兵或是步哨枪的火箭反弹到自己脚下,即可完成一次威力十足的火箭跳。由于火焰兵没有自身伤害抵抗属性,所以这个跳跃方式会扣去不少生命值但是也比普通的火箭跳飞得更高更远。
南瓜跳
南瓜跳,就是借助南瓜炸弹的爆炸威力来把玩家炸到空中。
- 轻型单位最好不要靠南瓜炸弹太近,稍微站远点,在射击南瓜的同时进行蹲跳即可。
- 重型单位就可以直接靠着南瓜炸弹进行跳跃。一名使用南瓜炸弹进行跳跃的重机枪手可以比使用黏性炸弹跳的爆破手跳得更远,代价是损失一半的血量。
- 黏弹跳跃者和火箭伞兵的属性会抵消掉南瓜炸弹的爆炸伤害。但是,如果是由敌人引爆的话,那么依然会受到伤害。
- 冲锋盾能够抵消部分南瓜炸弹爆炸时的伤害。
不能跳跃的情况
处于某些情况时,玩家无法自行进行跳跃,包括:
其他跳跃方式
以下提到的跳跃方式已经在之前的更新中被修正了,在之前这些方法可以使得玩家达到不寻常的位置或是高度。
针筒跳
于2007年12月31日补丁被修正,在此之前,注射枪的针筒可以把队友推出一小段距离。只要有多名医生配合,可以把任何队友发射到高空去。
兔子狂奔
于2007年10月31日补丁被修正,在此之前,在前进时不断进行跳跃能够提升移动速度。火箭跳、空中转向以及其他一些方式都能够增大其效果,使得玩家能够比正常情况下跑得更快。
相关成就
侦察兵
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士兵
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火焰兵
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爆破手
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机枪手
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狙击手
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更新历史
- Added anti-bunny hopping code
- Fixed jump/taunt exploit
- Fixed Syringegun projectiles sometimes pushing players high up into the air, allowing them to reach bad map locations
- Fixed crouch-jump exploit that allowed players to get outside of the world
- Added smoke to the feet of a rocket jumping Soldier
- You can now duck twice in the air. Scout double jumps reset the in-air jump counts
- Added "tf_clamp_airducks" convar, set to 1 by default
- Setting it to 0 will remove all constraints on ducking while in the air. Useful for servers running RJ challenge maps
- Increased the jump velocity to account for the tuned bounding box sizes. Jump height should now match the prior-to-last-update heights
- Added new community contributed response rules for Scout's double jump.
- [未记载] Jumps made with the Detonator are now higher
2018年3月28日补丁 #2
- Fixed the Scout's double-jump failing when attempted immediately after switching to any weapon (instead of just The Atomizer)
参见
外部链接
- 给予军团要塞2地图作者的一些参考数据一文中对比了各种跳跃方式的高度。