Movement (Classic)

From Team Fortress Wiki
Revision as of 02:18, 5 April 2011 by K-Mac (talk | contribs) (Bunnyhopping: changed + to and)
Jump to: navigation, search

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 and 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 probably the most common movement technique among players, however, bunnyhopping is the most commonly used technique among veteran players. 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. Sharking is considered to be most effective when combined with Concussion jumps in order to travel and skim across large bodies of water rather quickly and effectively, when compared to the slow speeds of swimming normally.

Pipebomb Jumping

A pipe bomb jump can be performed by using the Pipebomb Launcher to lay out a pipe bomb, and then detonate it while jumping over it (similar in manner to a grenade jump). There is a greater degree of control when attempting a pipe bomb jump as the Demoman can choose when to detonate the pipe bomb.

Grenade Jumping

A grenade jump is performed 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 bomb to increase the speed and distance. Once airborne, use airstrafing to increase your distance. With good timing, a player can chain multiple 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.

Grenade jumping can also refer to the use of Grenade Launcher to conduct a similar jump to the above pipebomb jump. While a jump can be preformed, it is less than optimal and requires precise timing. The jump should be used as a means of escape rather than a means of movement as using the Grenade Launcher will give you a shorter distance and lower height jump compared to pipebomb jumping.

Hand Held Grenade Jumping

Hand Held Grenade Jumps (hh jump) are closely related to the 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 flexible 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 practice as a Dispenser can easily hold enough ammo to kill the Engineer.