Difference between revisions of "Jumping/ko"
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공중에 있을때 스카웃은 [[Boston Basher/ko|보스턴 깡패]]로 자기 자신을 때려,대단히 가기 어려운 곳을 [[Boston Basher/ko|보스턴 깡패]]의 자신에게 입히는 [[damage/ko|데미지]]를 이용해 갈수 있습니다.대단히 위험하고 어려울것 같지만,[[overheal/ko|오버힐 버프]]를 받지 못한,[[hitpoints|체력]]이 꽉 차있는 [[Scout/ko|스카웃]]에게는 4번밖에 [[Boston Basher/ko|보스턴 깡패]]를 휘두르지 못합니다.그러므로 많은 [[medkit|메디킷트]]가 요구 됩니다.로켓 점프나 공중에서 앉기는 [[Boston Basher|보스턴 깡패]]로 이동하는 스카웃이 갈수 있는 거리를 아주 많이 늘려줍니다.[[Boston Basher/ko|보스턴 깡패]]는 [[포스-어-네이쳐]]와의 조합으로 스카웃으로 갈수 있는 최대의 높이에 갈수 있습니다. | 공중에 있을때 스카웃은 [[Boston Basher/ko|보스턴 깡패]]로 자기 자신을 때려,대단히 가기 어려운 곳을 [[Boston Basher/ko|보스턴 깡패]]의 자신에게 입히는 [[damage/ko|데미지]]를 이용해 갈수 있습니다.대단히 위험하고 어려울것 같지만,[[overheal/ko|오버힐 버프]]를 받지 못한,[[hitpoints|체력]]이 꽉 차있는 [[Scout/ko|스카웃]]에게는 4번밖에 [[Boston Basher/ko|보스턴 깡패]]를 휘두르지 못합니다.그러므로 많은 [[medkit|메디킷트]]가 요구 됩니다.로켓 점프나 공중에서 앉기는 [[Boston Basher|보스턴 깡패]]로 이동하는 스카웃이 갈수 있는 거리를 아주 많이 늘려줍니다.[[Boston Basher/ko|보스턴 깡패]]는 [[포스-어-네이쳐]]와의 조합으로 스카웃으로 갈수 있는 최대의 높이에 갈수 있습니다. | ||
− | == | + | ==솔저의 점프== |
===기초적인 로켓 점프=== | ===기초적인 로켓 점프=== | ||
{{youtube tn|bm4e7ZgChSo|width=250|float=right|A demonstration of a basic rocket jump.}} | {{youtube tn|bm4e7ZgChSo|width=250|float=right|A demonstration of a basic rocket jump.}} | ||
− | 로켓 점프는 [[Soldier/ko| | + | 로켓 점프는 [[Soldier/ko|솔저]]의 [[Rocket Launcher/ko|로켓발사기]]로 인한 폭발 넉-백으로 도움을 받는 점프입니다.좀 만의[[health/ko|체력]]을 지불하면,플레이어는 플레이어 자신을 아주 높은 거리와 높이로 나아갈 수 있습니다.이런 기술은 맵에 있는 흔치 않은 장소에 가거나,빠르게 가거나,장애물을 우회하거나,적을 놀래킬때 종종 사용됩니다. To assist with rocket jumps, the Soldier has 40% damage resistance against any rocket he fires that does not damage an enemy. [[Critical hits]] do not deal extra self-damage or extra knock back to the Soldier, so they will not propel him further. Any rocket jumping Soldier will display burning, smoky boots until he lands. |
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 further. The sooner the explosion is made after jumping, the further and faster the Soldier will fly. | 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 further. The sooner the explosion is made after jumping, the further and faster the Soldier will fly. |
Revision as of 11:44, 26 April 2012
이 페이지는 한국어로 번역 중입니다. 한국어를 능숙하게 하신다면 토론 페이지에 글을 남기거나 문서 역사를 참고하여 문서 번역에 참여한 번역가들과 이를 상의하시기 바랍니다. |
“ | 이야, 내 베이스가 여기서 보이네!
클릭하시면 들을 수 있습니다
— 스카웃
|
” |
점프 는 모든 클래스 에게 기본적으로 있는 능력입니다. 점프는 플레이어를 수직으로 45 해머 유닛만큼 움직이게 해 줍니다. 점프는 높이 있는 곳에 가거나, 적의 공격을 피하기 위해 단축된 길로 가는데 쓰입니다. 점프는 default키를 눌러서 씁니다. 는 엑스박스 360에서, Space 는 PC에서, 는 플레이스테이션 3에서 쓰이는 키 입니다.
목차
기본 전략
앉고 뛰기
점프를 하는 조중에, 지정된 키를 눌러 앉기를 할 수 있습니다. 이렇게 하면 다리가 위로 올라가 몇 해머유닛을 더 올라갈수 있고, 고도를 hitbox에서 27 해머유닛만큼 줄일수 있습니다. 이렇게 하면 더 높은 곳에 올라가거나 hitbox를 줄여 적의 공격을 피할 수 있습니다. 기본적으로 이용당하는 것을 막기 위해, 플레이어는 공중에서 두번만 앉았다 일어나는것을 반복할 수 있습니다.
앉고 뛰는것은 폭발의 효과를 향상시키는데도 쓰입니다. 또한, 폭발물이 연관된 점프는 앉고 뛰는 것이 그냥 뛰는것 보다 효과적입니다.
공중 폭격
공중 폭격은 플레이어들이 공중에서 꺾음으로서 궤도를 바꿀수 있게 해줍니다. While airborne, it can be performed by simultaneously strafing and turning smoothly in the same direction. Moving forward during the maneuver may cancel the strafe. See the Strafing page for more specifics.
스카웃의 점프
스카웃 은 유일하게 기본적으로 2단 점프를 할 수 있는 클래스입니다. 포스-어-네이쳐, 보스턴 깡패, 혹은 원자 뿌리개를 이용해 점프력을 향상 시킴으로서, 더 다양한 방법으로 점프를 할 수 있게 됩니다.
2단 점프
점프키를 눌러 점프를 한 다음 점프키를 다시 누름으로서, 스카웃은 어느 방향으로나 둘째 점프를 할 수 있게 됩니다. 이 향상된 점프력은 다른 클래스가 갈 수 없는 곳에 가게 해 줍니다. 이 기능은 적의 공격을 피하거나 매복을 할때 유용합니다. 그러나 대충 점프를 하게 되면, 적이 더 쉽게 궤도를 예상해 사살할 수 있게 됩니다.
공중 어디에서나 2번째 점프를 할 수 있습니다. 이는 땅에 닿기 전에 두번째 점프를 함으로서 낙하 데미지 를 피할 수 있습니다.
3단 점프
원자 뿌리개 를 착용하면 트리플 점프를 할 수 있게 되지만, 그 과정에서 10 데미지 를 자신에게 입히게 됩니다. 이 능력을 활용하여, 2단 점프할때 건널 수 없었던 더 넓은 틈도 건널 수 있씁니다. 이 능력을 사용하는 스카웃은 다른 스카웃과는 달리 더블 혹은 3단 점프를 사용할때 보라색 구름이 보이므로 쉽게 구분이 갑니다.
포스 점프
포스-어-네이쳐 를 착용하면, 스카웃은 반동을 이용해 3단 혹은 4단 점파까지도 할 수 있습니다 (원자 뿌리개의 장착 여부에 따라서). 포스-어-네이쳐를 이용한 3/4번째 점프는 보통 2단 점프하는것 보다 방향을 조절 하는것이 더 힘들 수 있습니다. 앞으로 점프하고 점프를 하는 반대 방향으로 쏘면, 플레이어는 더블 점프보다 더 높이 뛰면서 두번째 점프를 또 할 수 있습니다. 이 둘은 서로 대립합니다; 앞으로 가는 가속도는 수직으로 더 높이 뛰기 위해 희생됩니다.
봉크! 점프
봉크! 원자맛 음료 를 착용하면, 스카웃은 자신에게 쏘는 센트리의 반동을 (무적일때) 이용해 위로 갈 수 있습니다. 센트리의 레벨이 높을수록, 더 점프가 오래 지속됩니다.
Basher jump
공중에 있을때 스카웃은 보스턴 깡패로 자기 자신을 때려,대단히 가기 어려운 곳을 보스턴 깡패의 자신에게 입히는 데미지를 이용해 갈수 있습니다.대단히 위험하고 어려울것 같지만,오버힐 버프를 받지 못한,체력이 꽉 차있는 스카웃에게는 4번밖에 보스턴 깡패를 휘두르지 못합니다.그러므로 많은 메디킷트가 요구 됩니다.로켓 점프나 공중에서 앉기는 보스턴 깡패로 이동하는 스카웃이 갈수 있는 거리를 아주 많이 늘려줍니다.보스턴 깡패는 포스-어-네이쳐와의 조합으로 스카웃으로 갈수 있는 최대의 높이에 갈수 있습니다.
솔저의 점프
기초적인 로켓 점프
로켓 점프는 솔저의 로켓발사기로 인한 폭발 넉-백으로 도움을 받는 점프입니다.좀 만의체력을 지불하면,플레이어는 플레이어 자신을 아주 높은 거리와 높이로 나아갈 수 있습니다.이런 기술은 맵에 있는 흔치 않은 장소에 가거나,빠르게 가거나,장애물을 우회하거나,적을 놀래킬때 종종 사용됩니다. To assist with rocket jumps, the Soldier has 40% damage resistance against any rocket he fires that does not damage an enemy. Critical hits do not deal extra self-damage or extra knock back to the Soldier, so they will not propel him further. Any rocket jumping Soldier will display burning, smoky boots until he lands.
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 further. The sooner the explosion is made after jumping, the further and faster the Soldier will fly.
Advanced rocket jump
There are multiple variations on the basic rocket jump. Most are regularly used on jump maps, but they can also be used in a normal game to gain great speed or height.
- Faster rocket jumps can be made off a combination of a wall and ground. Aim down at the corner where the wall intersects the ground, crouch-jump and fire. These jumps tend to have a low angle and high velocity, and they often go further than regular jumps.
- Wall jumps can be made while in the air and against a wall. Continue to hold crouch and fire down below yourself on the wall. The explosion will produce a second jump. Rocket jumps and wall jumps can be chained together to gain great distance or height.
- Pogo jumps are secondary rocket jumps made against the ground to increase your airtime. The explosion should keep you airborne and potentially increase forward momentum. Skipping is the high speed variant. You must predict your location and sometimes aim ahead to ensure that the rocket lands directly beneath you, or you might fail and touch the ground. You must always be crouching during these jumps as failure to do so makes your jumps far less powerful.
- Double rocket jumps require two rockets to detonate as you jump, and can only be performed on a few maps. If you fire a rocket downwards and fall after it, you will eventually fall faster than your own shot. After landing, you then rocket jump as your first shot strikes you. The combined explosion sends you much further and higher than is otherwise possible.
- Flicking is rapidly turning around and firing the rocket mostly behind you. This can be combined with any other technique to fine tune the direction and power of a jump. An easier equivalent is to face backwards while you make your rocket jump. Always turn in the direction of your weapon. Doing this results in a faster and more precise jump, as projectiles in the Source engine are spawned at the end of the player's viewmodel, not in the center of their screen.
- 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.
- Rocket jumping off of enemies or buildings will allow the Soldier to jump small barriers close by without going too high.
Demoman jumps
Basic sticky jump
A sticky jump is any jump assisted by the explosive knock back of the Demoman's own stickies. Compared to the Soldier's rocket jump, the Demoman pays more health, but jumps much higher and further. This technique is often used to reach unusual locations on the map, cover ground quickly, bypass barriers, and surprise foes. To assist with sticky jumps, the Demoman has 25% damage resistance against any sticky he fires that does not damage an enemy. Critical hits do not deal extra self-damage or extra knockback to the Demoman, so they will not propel him further. Any sticky jumping player will display burning, smoky boots until he lands.
To execute a successful sticky jump, place a sticky bomb on the ground and wait for it to arm. Jump over the sticky and detonate it. Your distance from the sticky's wide explosive radius will determine height, velocity, and damage taken to a significant degree. Crouch-jumping will cause the explosion to launch you significantly further.
Advanced sticky jump
Advanced sticky jumping techniques are similar to a Soldier's rocket jumping techniques, but the mechanics are somewhat different because of the sticky's arming period.
- Double sticky jumps begin by setting two stickies on the ground instead of one. You'll lose vastly more health, but you'll jump much further and higher. It's best to only attempt this jump while a Medic overheals you or ÜberCharges you. In regular games, this is often used to leap across an entire section of the map.
- Triple sticky jumps use three stickies. They shouldn't be done without an overheal, ÜberCharge, or the extra health from the Eyelander. Because the player will often land with less than twenty health, their destination should either be very high up or have a Health Pack. No official maps are big enough to need this; a double sticky jump will get you to the same place with some health to spare.
- Like rocket jumps, more powerful sticky jumps can be made by launching the sticky at the intersection between a wall and the ground. These jumps generally give you more speed and distance at the cost of some height.
- Wall jumps can also be made with stickies. Because of the arming delay, the Demoman must launch a sticky at the wall and rapidly detonate the sticky under his feet before the wall sticky arms. Then he must detonate the wall sticky as he passes. The height and distance gained from this technique is extreme. It is possible but extremely difficult to chain further wall stickies together, but this can only be done on jump maps which heal you during your jumps.
- Pogoing is also possible with the Demoman. To pogo, you must fire a new sticky at your destination and detonate the old one beneath you just before the second one arms. You repeat this combination over and over to remain in the air.
- Mid-air pogoing is also possible on a jump map. You place one sticky below yourself, fire another sticky upwards or outwards, and then jump after the airborne sticky. If done correctly, you will catch up to the sticky while it arms in mid-air, and you can detonate it for a further boost.
- No damage will be dealt to the Demoman when sticky jumping with the Sticky Jumper out, although he will still receive fall damage unless you shoot a sticky at where you will land and time it correctly.
Grenade jump
Much like rockets, stickies, and other explosives, a Demoman's Grenade Launcher can be used to jump. The explosion has power and damage comparable to a rocket jump, but it's far more difficult to time and execute a good grenade jump. These are rarely used in actual play, but they have a niche for Demomen wielding the Chargin' Targe or Splendid Screen. This form of jumping may also be preferable if you have stickies already placed and do not wish to detonate them to jump somewhere. The Ullapool Caber can also be used to grenade jump.You can grenade jump with the Caber by crouch-jumping while you strike the ground or a wall.
There are three rules of thumb for executing a good grenade jump.
- Fire straight down or against a wall or corner to control grenade positioning. Firing it forward will make it very difficult to track, and it may explode before you've reached it.
- Crouch-jump over the grenade roughly two seconds after you fire it, absorbing as much of the explosion as possible. Jump too early, too late, or without good timing and the jump will have little power or control.
- Vertical jumps require you to crouch-jump without any lateral motion. Proper grenade placement will give you the forward momentum to bypass a high barrier.
- Shooting a grenade at an enemy if he is very close while jumping will allow higher jumps.
To perfectly time a grenade jump, immediately reload after deploying the grenade and jump after the second audible click plays. A visual clue is to watch the rings around the grenade, which pulse increasingly faster as it nears detonation.
Rampsliding
Rampsliding uses the charging ability of either the Chargin' Targe or Splendid Screen to propel the player off 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.
- Simultaneously attack to cancel the charge and jump to go airborne when at the very top of the ramp.
- If timed correctly, you will preserve all forward momentum and fly through the air. Use the strafe keys and mouse to maneuver!
Other jumps
Sentry rocket jump
There are two ways to Sentry Gun rocket jump;
- The easy method is to wrangle your level 3 Sentry and fire rockets at your feet while you crouch-jump. Since the Engineer receives no self-damage resistance, he loses a great deal of health but flies very far. Landing spots must be chosen carefully.
- The hard method allows the Engineer to jump and carry his Sentry with him. You must fire the rockets, switch away from the Wrangler and pack-up the Sentry before the jump carries you out of range.
Scripting can automate the hard method, but the technique can be learned manually. While looking at your Sentry Gun, tap the following keys in rapid succession: Crouch-jump and fire rockets simultaneously, switch to your last weapon, and then pack-up the Sentry Gun. If you want to avoid crouch-jumping, you can cut out that step by standing on your Sentry instead.
Using the hard method, you can rapidly relocate and redeploy your Level 3 Sentry in unusual or aggressive locations.
Sentry bullet jump
Bullet jumps are more difficult than Sentry rocket jumps, but they can be performed with any Sentry and often do less damage to the Engineer. The Gunslinger's Mini-Sentry is especially useful for bullet jumping. It deals even less damage and fires faster, giving more knock back for the jump.
The technique is deceptively simple. Stand on top of your Sentry Gun, aim in the direction you want to go, crouch-jump and fire. Your bullets should propel you high into the air. Most bullet jumps fail because you aim too low and fire the gun beneath you, or because the angle of the Sentry Gun's fire isn't pushing you up fast enough to overcome gravity.
If you have difficulty bullet jumping at angles, a simpler technique is deploy your Sentry beside the location you want to reach, stand on it, and fire almost straight up. Once you are nearly at the height you desire, aim a touch in the direction you wish to go, and the last few bullets will nudge you horizontally at your target.
Pyro rocket jump
The Pyro can take advantage of the knock back 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 further 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 unlikely 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 do considerably more damage.
Detonator jump
The Pyro can use the explosive flares shot by the Detonator to gain additional jump height. However, due to low explosive power, a jump performed in this manner is less effective than other methods and is only somewhat more effective than regular jumps or crouch-jumps at jumping across gaps or clearing obstacles. However, it can be more effective with the Gas Jockey's gear Pyros due to their 10% increase in move speed. Moreover, this will consume a small part of your health.
Enemy-assisted jump
While unlikely, it is possible to use opposing attacks to make jumps. For example, Bonk! Atomic Punch Scouts can use the knockback of a high-leveled Sentry Gun or a cluster of stickies to fly accross a map, while any class could feasibly jump a fair distance using an incoming enemy rocket or grenade. That said, attempting to make enemy-assisted jumps will often deal high damage and may result in being juggled.
Pumpkin jump
A Pumpkin jump uses Pumpkin bombs to launch the player into the air.
- Lighter classes should stand far away and crouch-jump while shooting the Pumpkin.
- Heavier classes can stand beside the Pumpkin and fire for a larger boost. The Heavy can jump further than the Demoman's sticky jump for roughly half his health.
- The Chargin' Targe reduces damage done by Pumpkin explosions.
- When using the Gunboats, using rockets to destroy a Pumpkin will reduce the Pumpkin bomb's explosive damage.
G.R.U. jump
The G.R.U.'s -6 hp per second flaw provides mild knockback while in midair, and can allow a well-timed Heavy to make slightly higher & farther jumps when the player jumps as soon as he or she takes damage. While this is not as useful as some of the other jumps in this list, it can allow the player to get to places that they are normally unable to reach, such as on top of boxes or control point E on Steel.
점프가 불가능 할때
특정한 상황에서는 점프가 불가능합니다;
- 데모맨으로 돌격 타지 나 경이로운 차폐막 을 사용해 돌격중일때.
- 헤비가 자신의 미니건을 돌리고 있을때.
- 스나이퍼로 헌츠맨의 화살을 뽑는 중일때.
- 도발중일때.
- 앉는 중일때.
- 기절중일때.
- 플레이어 위에 무언가 있을때. (그 물체가 완전한 점프를 막는다면, 그 플레이어는 물체에 닿는 곳 까지 점프를 할 것입니다.)
- 수중일때.
- 공중일때 (스카웃의 2단 점프는 예외).
- 스카웃이 이미 2단,3단,4단, 혹은 포스 점프를 모두 마쳤을때.
Jump exploits
These jump exploits have been patched out of the game, but they once allowed players to perform unusual and unintended behavior.
Needle boosting
Prior to the 2007년 12월 31일 패치, Syringe Gun needles pushed friendly players a small amount. With enough Medics using needle boosting, the player could be launched very high on a wave of needles.
Bunny hopping
Prior to the 2007년 10월 31일 패치, you could jump repeatedly to preserve forward momentum. Rocket jumping, air strafing, and other techniques could be used to increase the momentum gained from bunny hopping, allowing players to move far faster than intended. Note: bunny hopping still exists, it just increases movement speed slightly when strafing.
Related achievements
스카웃
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솔저
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파이로
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데모맨
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헤비
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스나이퍼
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업데이트 역사
- 버니합을 없애는 코드 적용
- 점프 후 도발을 할 수 있는 버그를 제거함
- 가끔 주사기 총 발사체가 플레이어들을 올려주어 맵의 안 좋은 위치에 올라가게 되는 버그를 고침
- 앉았다가 점프하면 플레이어가 맵 밖으로 나가는 버그 고침
- 커뮤니티에서 제안된 스카웃가 2단 점프할때의 대사를 추가함.
2011년 12월 15일 패치 (Australian Christmas 2011)
- [언급되지 않음] 기폭기를 이용한 점프로 더 높이 갈 수 있음
참고
External links
- Valve Developer Community – Team Fortress 2 Mapper's Reference compares the heights that can be achieved by various jumping methods.