Fortress Forever

Go Back   Fortress Forever > Community > General Discussion

Reply
 
Thread Tools Display Modes
Old 01-06-2007, 12:00 PM   #1
o_exoronic
 
o_exoronic's Avatar
 
Join Date: Dec 2006
Posts Rated Helpful 0 Times
the double jump

how far and how you go , does it depens on the weight of the class or the speed you got at the perticular moment with bhop ?

Or both ?

would be pretty unfair hw can do the same stuff as scout
o_exoronic is offline   Reply With Quote


Old 01-06-2007, 03:40 PM   #2
o_balls
 
o_balls's Avatar
 
Join Date: Jan 2005
Posts Rated Helpful 0 Times
not sure but i think it depends on the vertical speed at which you hit the ramp
o_balls is offline   Reply With Quote


Old 01-06-2007, 04:50 PM   #3
o_player
 
Join Date: Mar 2005
Location: Europe
Posts Rated Helpful 0 Times
It will probably be based on the speed at which you are travelling prior to the jumping technique that will ultimately decide how far the class will travel.

I guess we must wait patiently for a beta tester or dev team member to explain : )
o_player is offline   Reply With Quote


Old 01-06-2007, 05:36 PM   #4
Lost
Fear teh crowbar.
Retired FF Staff
 
Lost's Avatar
 
Join Date: Jan 2005
Location: Oklahoma
Gametype: CTF ftw, yeh
Posts Rated Helpful 6 Times
Send a message via Yahoo to Lost
I dunno the technical aspects of it, but I can jump a lot farther with a scout than a HW. Its pretty easy to pull of some good high ramp jumps with the scout, I crater a lot. So I'd say that speed is a major determining factor. You can also rocket or nade someone up a ramp to an incredible distance, especially a few that are steep.
__________________
Do what you want cuz a pirate is free!

You are a pirate!
Lost is offline   Reply With Quote


Old 01-06-2007, 05:54 PM   #5
o_mrmojo
 
o_mrmojo's Avatar
 
Join Date: Feb 2005
Posts Rated Helpful 0 Times
so is it trimping or not?


also, might as well ask it here, are you keeping the max bhop speed same as Half-Life?
o_mrmojo is offline   Reply With Quote


Old 01-06-2007, 06:31 PM   #6
o_player
 
Join Date: Mar 2005
Location: Europe
Posts Rated Helpful 0 Times
From the video it certainly looked like trimping and they said they had increased the bhop speed from 170% (TFC) to somewhere around the 200% mark with an elastic speed cap (I wanted to see that in the latest video :P)
o_player is offline   Reply With Quote


Old 01-06-2007, 09:36 PM   #7
o_grg
 
Join Date: Jan 2005
Location: Piracicaba - SP - Brasil
Posts Rated Helpful 0 Times
Quote from the main thread, when I asked about the double jump:
Quote:
For double jumping you get more height by jumping off a surface w/in x seconds of your last jump, so naturally that second jump has to occur off a higher object than your first. Trimp doesn't require a jump before it just converts your velocity in say the horizontal direction to contribute to the vertical upon jumping off an incline. So if you approached a ramp really fast horizontally, say from a conc and jumped upon hitting a ramp you would get rocketed upwards to a significant degree.
o_grg is offline   Reply With Quote


Old 01-06-2007, 11:09 PM   #8
o_duffmanhb
 
o_duffmanhb's Avatar
 
Join Date: Dec 2006
Location: OC, cali
Posts Rated Helpful 0 Times
this is definately going to change the flow of the game. Imagine HW's simplying jump up to the elevator entrance to the enemy flag...
o_duffmanhb is offline   Reply With Quote


Old 01-07-2007, 12:00 AM   #9
o_exoronic
 
o_exoronic's Avatar
 
Join Date: Dec 2006
Posts Rated Helpful 0 Times
soldier is going to be a very good offence class with that
o_exoronic is offline   Reply With Quote


Old 01-07-2007, 12:12 AM   #10
Circuitous
Useless
Retired FF Staff
 
Join Date: Jun 2005
Class/Position: D Soldier, O Scout
Gametype: AvD
Posts Rated Helpful 9 Times
Send a message via AIM to Circuitous Send a message via MSN to Circuitous Send a message via Yahoo to Circuitous Send a message via Skype™ to Circuitous
Quote:
Originally Posted by grg
Quote from the main thread, when I asked about the double jump:
To simplify:

Trimping is ramp-specific and launches you upward based on your speed (or forward based on your falling speed, if going down a ramp). Meanwhile, double-jumping only requires a slightly higher surface - ramp or otherwise. So you could double-jump using a set of stairs, or a low ledge, so long as it's within the height threshold.
__________________
Look at all those dead links.
Circuitous is offline   Reply With Quote


Old 01-07-2007, 08:40 AM   #11
o_luminous
 
o_luminous's Avatar
 
Join Date: Jun 2005
Posts Rated Helpful 0 Times
from other thread, got swallowed though

i thought of something earlier, does trimping work in reverse?

IE on openfire where you jump down from the walkway to balcony to the water ramp, could your verticle momentum be transfered to horizontal so that you can get a much longer jump down the water?
o_luminous is offline   Reply With Quote


Old 01-07-2007, 10:57 AM   #12
o_rannibunny
 
Join Date: Mar 2006
Posts Rated Helpful 0 Times
trimping usually works like this: your vertical speed when you hit the ramp counts + the angle of the ramp counts as well.

When jumping, you're accelerated along the normal of your current "floor"
o_rannibunny is offline   Reply With Quote


Old 01-07-2007, 11:36 AM   #13
o_luminous
 
o_luminous's Avatar
 
Join Date: Jun 2005
Posts Rated Helpful 0 Times
Quote:
Originally Posted by rannibunny
trimping usually works like this: your vertical speed when you hit the ramp counts + the angle of the ramp counts as well.

When jumping, you're accelerated along the normal of your current "floor"
yer i know how that works, im just wondering if it would work in reverse ie going down a ramp
o_luminous is offline   Reply With Quote


Old 01-07-2007, 01:11 PM   #14
o_nezumi
 
o_nezumi's Avatar
 
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
Posts Rated Helpful 0 Times
I'm pretty sure it does work in reverse.
o_nezumi is offline   Reply With Quote


Old 01-07-2007, 10:20 PM   #15
o_smax
 
o_smax's Avatar
 
Join Date: Apr 2006
Location: Currently: Alabama
Posts Rated Helpful 0 Times
Quote:
Originally Posted by luminous
yer i know how that works, im just wondering if it would work in reverse ie going down a ramp
Im also pretty sure it does work in reverse like that. Just bind your mwheelup to +jump on CS:S and hit the water ramp (ct side) of aztec, you can almost make it halfway accross the water hauling ass .
o_smax is offline   Reply With Quote


Old 01-07-2007, 11:36 PM   #16
Circuitous
Useless
Retired FF Staff
 
Join Date: Jun 2005
Class/Position: D Soldier, O Scout
Gametype: AvD
Posts Rated Helpful 9 Times
Send a message via AIM to Circuitous Send a message via MSN to Circuitous Send a message via Yahoo to Circuitous Send a message via Skype™ to Circuitous
The devs mentioned they might (or already have) limit the effect you can get from doing it in reverse. I think that was schtoofa? Not sure.
__________________
Look at all those dead links.
Circuitous is offline   Reply With Quote


Old 01-08-2007, 06:26 PM   #17
Dospac
Retired FF Staff
 
Join Date: Jan 2005
Location: San Jose, CA
Posts Rated Helpful 0 Times
Send a message via ICQ to Dospac Send a message via AIM to Dospac Send a message via MSN to Dospac Send a message via Yahoo to Dospac
Was me and yes, the reverse downward behavior is the TFC/HL2 behavior, not the inverted trimp behavior like you'd see on the Quake side. We can of course change that but I think it's a nice balancing factor. Time will tell.
Dospac is offline   Reply With Quote


Old 01-08-2007, 08:55 PM   #18
o_ivaqual
 
o_ivaqual's Avatar
 
Join Date: Feb 2005
Location: Europe, Front Yard
Posts Rated Helpful 0 Times
This is a really cool feature but imho it's way too powerful. I mean, the HWguy just hops on that platform in 2fort, I don't like this at all. Besides, it kind of makes the architecture around (bridges to walk there) stupid as even the slowest and heaviest of all classes can just do that. I know it has been mentioned that it may be nerfed but I haven't seen this point brought up a lot. Does it bother only some people ?
o_ivaqual is offline   Reply With Quote


Old 01-08-2007, 09:40 PM   #19
Circuitous
Useless
Retired FF Staff
 
Join Date: Jun 2005
Class/Position: D Soldier, O Scout
Gametype: AvD
Posts Rated Helpful 9 Times
Send a message via AIM to Circuitous Send a message via MSN to Circuitous Send a message via Yahoo to Circuitous Send a message via Skype™ to Circuitous
I've got the whole "Man that could really be an issue" thought in my head, too, but I've also got the "Y'know if it's really an issue they'll probably fix it" thought.
__________________
Look at all those dead links.
Circuitous is offline   Reply With Quote


Old 01-09-2007, 09:00 AM   #20
o_phobia
 
o_phobia's Avatar
 
Join Date: Apr 2006
Posts Rated Helpful 0 Times
Quote:
Originally Posted by Dospac
Was me and yes, the reverse downward behavior is the TFC/HL2 behavior, not the inverted trimp behavior like you'd see on the Quake side. We can of course change that but I think it's a nice balancing factor. Time will tell.
Noo.. Everything was looking excellent til I read that, disappointing, but oh well. Hope you'll reconsider.
o_phobia is offline   Reply With Quote


Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 08:08 PM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2024, vBulletin Solutions, Inc.