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Old 04-13-2005, 06:55 AM   #1
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A few nade questions.

Just wondering if napalm jumping, and napalm stack jumping will be carried over to FF. It's a key part of the pyro's mobility, and hopefully it will be included it into the physics coding. For those who don't know, a napalm stack is the lifting effect of a live napalm grenade incorperated into a normal napalm/IC jump, thus allowing for a much higher jump.

This effect also stacks with the more napalm you lay in one place, thus the name. So doing a napalm/IC jump over three burning grenades is quite a lift. Anywho, just reminding the dev team incase they were not aware of this little jump trick, and am hoping it will make it into FF.
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Old 04-13-2005, 07:49 AM   #2
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Wouldn't it be nicer if they just improved the lifting potential of the IC?
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Old 04-13-2005, 12:36 PM   #3
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Napalm and grenade jumping are a part of the Pyro. I'd love to see the IC pack more of a kick though.
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Old 04-13-2005, 04:01 PM   #4
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IC gave me *just* enough lift to jump into some places that were just out of range of other classes, very useful in some of the latter day TF 1.5 maps. Crossover comes to mind, in the L area leading out of the flag room.

I never really bothered to do napalm gren jumping, guess I never realized it was useful. Thing is I had a RJ script that made the timing just right for such things, if left to mouse aiming and jumping/shooting perfectly it might not be enough in those same situations.
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Old 04-13-2005, 04:13 PM   #5
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These are standard TF jumping tactics, I don't see a reason for them to be removed.
Don't worry they know what they're doing so I wouldn't worry about stuff like this.
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Old 04-13-2005, 04:54 PM   #6
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The pyro will retain his current movement abilities and probably get a slight boost in that department
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Old 04-13-2005, 05:06 PM   #7
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Ok, good to know, the skill of HH napalm stack jumping is very class defining for the pyro, at least for me, and trust me, a stack jump, if timed right, will launch you one hell of a distance. Try out the following pyro jump training map for an example of the distances and power of a stack jump. All jumps are possible with timing, napalm stacks, and some brains and general air control skills.

For those who want more than an example, it is a vital training map for serious capper pyros, worth running all the way through multiple times. It's quite a night and day training course, in about three days of training and practice my capping went up at least 30%. Note that you may need to adjust your timing a bit to account for internet lag, as the training map will be running on a personal LAN. Just an fyi to any dedicated pyros out there ;-).
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Old 04-13-2005, 05:57 PM   #8
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As you know I'm anti napalm jumping because I use them to fight with. I prefer nade jumping.
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Old 04-13-2005, 06:21 PM   #9
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True, but if your making a flag run, nap jumping into, for example, the grate in 2fort, is a huge advantage. Or better yet, stack jumping to the battlements, and saving the nade and the health for the sniper removal/flag run. But thats just me. ^_^
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Old 04-13-2005, 07:14 PM   #10
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Quote:
Originally Posted by Defrag
The pyro will retain his current movement abilities and probably get a slight boost in that department
have I told you lately that I love you Haggis-boy?
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Old 04-13-2005, 08:17 PM   #11
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Mmm....... Haggis......
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Old 04-13-2005, 09:00 PM   #12
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Napalm jumping is really good for height. But for distance grenade jumping beats it. Its not that great of a thing to do on CTF maps but it does wonders on A/D maps especially when you have the flag. The last cap on dustbowl is best done with a nade. I can nail it almost every time.
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Old 04-13-2005, 09:03 PM   #13
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Not saying a nade jump is useless, it just hurts, and that can be a problem sometimes. :P
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Old 04-13-2005, 09:05 PM   #14
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Yea you are right. But on A/D maps if your running into a cap point, as a Pyro you are pretty screwed anyway so I figure "why not?" lol.

This causes alot of suicides but sometimes you can waste a spy or engy when you do jump. I'm just crazy. Ignore me.
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Old 04-15-2005, 10:29 AM   #15
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Friend of mine did it in clan match up the lift on 2fort. Got accused of cheating but hey the cap stood.

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Old 04-15-2005, 10:43 AM   #16
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Nade jumping is bit different thing on avd maps...if you do that on ctf maps then you just dont have healt to do anything after that. Most of the caps are usually nade jumped on dustbowl and it really doesnt matter with what class you do it, be it solly, medic, spy or pyro (outcluding hw, engi and scout of course, you can do it with sniper but it becomes bit tricky with that).
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Old 04-15-2005, 05:14 PM   #17
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They Pyro can get a little extra speed and height opposed to the other classes (except Soldier) when grenade jumping because he can IC jump.
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