Difference between revisions of "Jumping/zh-hant"
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− | == | + | == 不能跳躍的狀態 == |
There are certain states a player can be in that prevent them from jumping; | There are certain states a player can be in that prevent them from jumping; | ||
* Drawing an arrow while wielding the [[Huntsman]] as a Sniper. | * Drawing an arrow while wielding the [[Huntsman]] as a Sniper. |
Revision as of 05:26, 31 July 2011
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“ | 嘿,我能從這看到基地的全貌!
點擊試聽
— 偵察兵
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跳躍是每個職業都能使用的基本動作。跳躍時最多能夠將玩家的位置提升 45 HU單位的垂直高度。跳躍不只可以讓完家到達特定位置,還可用來縮短步行距離,甚至是閃躲砲火。Xbox 360版跳躍的預設按鍵是 "A",PlayStation 3版跳躍的是"X",PC版則是空白鍵。
基本動作
跳蹲
在跳躍中,可以隨時按下蹲下的按鍵。此動作會讓玩家在跳躍時把腳縮起來,並且會使玩家角色的整體垂直面積從腳底減少27個HU單位。也因如此,這個動作能讓玩家跳上一些較高的位置,並且在跳躍時減少受彈面積。在預設中,玩家最多只能夠在跳躍中蹲下兩次。
跳蹲也適用於擊退效果,按照遊戲設計,跳蹲狀態下被擊退的效果強於普通跳躍。
空中轉向
空中轉向就是指在空中改變移動軌跡的技巧。雖然是在空中,但是玩家仍然可以利用方向鍵來改變空中移動的軌跡。另外,此技巧還可以取消在空中的移動貫性。
偵查兵的跳躍
偵查兵是可以使用雙重跳躍的職業。他還能配合自然之力,波士頓狼牙棒或是原子棒使出各種不同的跳躍技巧。
雙重跳躍
在空中時,玩家可以在空中再次按下跳躍鍵,此時就會使出雙重跳躍。偵察兵的第二次跳躍可以往任何方向,甚至跟第一次跳躍時是相反的方向也可以。此能力可以跳到一些一般職業無法跳到的位置。雙重跳躍不只可以躲避砲火,還能跳到特殊位置埋伏。不過第二次跳躍時會出現軌跡,可能會讓行蹤曝光。
由於可以隨時在空中使出雙重跳躍,因此可以避免摔傷的情況發生,只在再快碰到地面時使出第二次跳躍既可。
三重跳躍
裝備原子棒時玩家可以使用三重跳躍。不過第三次跳躍會受到10點傷害。此能力可以讓玩家跳到以往連雙重跳躍都跳不到的位置。另外,跟雙重跳躍不同 ,三重跳躍的軌跡是紫色的。
自然之力跳躍
裝備自然之力時,玩家可以利用他的後座力提升跳躍高度,藉此達到三或四重跳躍。透過自然之力的後座力所產生的跳躍,非常快速且難以預測,不容易被敵人瞄準。玩家可以在往前跳躍時,將槍口朝下發射,力用後座力提升高度,如果高度不夠還可以再接著使用雙或三重跳躍。此外,這方法不只能提昇跳躍高度,也可以將後座力應用在提升在空中的水平移動距離。
原子飲料跳躍
使用原子能量飲料時會呈現無敵狀態,此時可以藉助敵方步哨槍開火時的擊退效果來讓偵察兵跳到極高的位置。 跳躍高度會隨敵方步哨槍的等級火力有所不同。
狼牙棒跳躍
當在空中受到波士頓狼牙棒的自我傷害時,會些微提昇自己角色的垂直高度。當然此種跳躍法風險相當大,尤其在沒有超量治療或是生命值未滿的狀態下,非常容易死亡。因此在使用時,必須先確定附近有醫護包。跟火箭跳一樣,在空中蹲下的話可以提升上昇的高度。配合自然之力的話,甚至可以跳到更高的地方。
火箭兵的跳躍
基礎火箭跳
A rocket jump is any jump assisted by the explosive knock back 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 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.
進階火箭跳
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 agument 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.
爆破兵的跳躍
基礎黏彈跳
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.
進階黏彈跳
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 an 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.
榴彈跳
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. 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.
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.
衝刺跳躍
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!
其他跳法
步哨火箭跳
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.
步哨跳
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.
火焰兵火箭跳
The Pyro can take advantage of the knock back effect of reflected projectiles. By aiming the Compression Blast at his feet, a Pyro can redirect a 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.
爆破信號跳
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. Moreover, this will consume a small part of your health.
敵援跳法
While unlikely, it is possible to use opposing attacks to make jumps. For example, Bonk 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.
南瓜炸彈跳
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. A Heavy can jump further than a Demoman's sticky jump for roughly half his health.
- The Chargin' Targe reduces damage done by pumpkin explosions.
不能跳躍的狀態
There are certain states a player can be in that prevent them from jumping;
- Drawing an arrow while wielding the Huntsman as a Sniper.
- While spinning a Minigun as a Heavy.
- Taunting.
- Crouching.
- While stunned.
- There is something above the player. (If the mentioned object doesn't allow a full jump, the player will jump and stop and fall when the model reaches the object.)
- They are underwater.
- They are in the air (with the exception of the Scout's Double jump).
- They have already performed a double, triple jump, quad jump, or force jump.
- While charging with the Chargin' Targe or Splendid Screen as a Demoman.
已被消除的跳法
These jumps have been patched out of the game, but they once allowed players to perform unusual and unintended behavior.
針筒推進
Prior to the December 31, 2007 Patch, Syringe Gun needles pushed friendly players a small amount. With enough Medics, a player could be launched very high on a wave of needles.
兔子跳
Prior to the October 31, 2007 Patch, you could jump repeatedly to preserve forward momentum. Rocket jumping, airstrafing, and other techniques could be used to increase that momentum, allowing players to move far faster than intended.
相關成就
偵察兵
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火箭兵
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火焰兵
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爆破兵
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重裝兵
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狙擊手
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更新歷程
- 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
- Added new community contributed response rules for Scout's double jump.
參見
相關連結
- Valve Developer Wiki: Team Fortress 2 Mapper's Reference compares the heights that can be achieved by various jumping methods