Difference between revisions of "Double jump"
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Revision as of 09:28, 25 June 2010
“ | Hey, I can see my base from here!
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— The Scout
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The Double Jump is an ability unique to the Scout. By pressing the jump key (Default: Space on PC , A on Xbox 360 and X on Playstation 3) a second time after the initial jump, the Scout can perform a second jump in any direction. The extra height and distance this ability grants can be used to access places which other classes cannot.
Walking off a ledge counts as a jump, which means that you can only jump once after falling off a cliff, for example. Because of this, jumping too late may result in the second jump not working.
Triple Jump
With the Force-A-Nature equipped, the Scout can use the recoil from a shot to propel himself even higher into the air while airborne from his second jump for an effective Triple Jump. The third 'jump', produced by the Force-A-Nature shot has a more horizontal carry, and is slightly more difficult to aim and predict than a double-jump. However, the triple jump allows the Scout to reach all sorts of places even Scattergun equipped Scouts cannot reach by double-jumping alone.
Yet another jump, similar to the Triple Jump is the Force Jump. By running into a jump and firing a shot downwards 'against' your jump, you propel yourself upward more significantly than a Double Jump, but with your second jump still intact. Doing this kills your horizontal momentum in tradeoff for the vertical height gain until your make your normal second jump.
Strategy
- In 2fort, use the double jump to jump from one team's battlements to the "roof" above the bridge, and from there onto the opposing team's battlements.
- Double jumping disregards air physics, so the Scout can quickly shift from one direction to another by holding the respective directional key as you jump. Use this to dodge enemies during combat or to quickly peek around corners with out taking damage.
- Use double jumping to avoid fall damage. The Scout can fall great distances and avoid taking extra damage by using the second jump just before landing.
- If your timing is right, you can double-jump over enemies' heads. Use this to confuse your foes.
- Care should be taken when dodging Snipers, as a careless double jump (such as at the peak of the first jump) will leave the Scout falling through the air in a smooth, easily traced path, a prime target for a skilled Sniper.
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