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Author Topic: Conc jumping.  (Read 1785 times)
img  rush
Guest
Conc jumping comes from TFC. They had concussion grenades which did a lot, but turned out you could jump with them.

CrancK has made a plugin which simulates that in TF2, and is running on Jump iT. All you need to do is bind a key to +conc (if you need help on binding keys see: http://forums.arpcon.info/index.php?topic=45.0).

Basics:
  • You can hold the conc, and explode it on your person.
  • You can use 3 concs at once, but not limited to 3 per jump.
  • Drop 2 on the ground, stay on top of them, while holding one will give you a great boost in the air.

I'm too tired to go on about this, but that's the basics pretty much.
   
Offline  CrancK
Rocketeer
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ehh... what?
Posts: 397
dude...
Some standard jumps:
i use numbers as in beep count, 1 = on first beep, 3 = 3rd beep,

-drop conc, prime 2nd asap, jump on 3.5 (standard conc to handheld)

-drop conc, throw 2nd forward on 2nd beep (of first), prime 3rd if needed whenever, jump just after 3rd beep (speedvariant, used for tunnels)

-drop conc, throw 2nd forward and up on 2.5, prime 3rd if needed whenever, jump on 3.5 (height variant, used for shorter tunnel to go up on the 2nd conc)

-drop conc, prime 2nd on 2nd beep, throw 2nd on 3, jump just after 3 (is a setup for if theres no floor for a conc to lie on)

-prime conc, jump off platform just after 3rd beep, drop conc immediatly after jump (standard setup for going into a juggle(airpogo) and easiest way to get a "perfect" conc (perfect conc = max push))

for the rest its mostly different for each jump, although there are things like juggling/airpogo, and airhandhelds, falls and such, which als have "techniques" to do them (but they are not setups for start of jumps, and alot harder to explain)

« Last Edit: December 25, 2010, 04:44:37 AM by CrancK »


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Offline  CrancK
Rocketeer
*

ehh... what?
Posts: 397
dude...
okay i'm bored, so i'll try to explain some more stuff

juggling = inf airpogo

juggling, easy: prime a conc asap after you throw the previous one,  and keep throwing the concs about 0.5 sec before they blow up (or when you start falling) (really hard to control height properly)

juggling, medium: prime a conc 0.5 sec before the previous conc explodes, throw it just before you start falling again, try to go for lots of height per conc (can be a bit hard to control, since if you get a really good conc, you go higher then before, but that might be what you want)

juggling, hard (also needs enough space): prime a conc 0.5-1 sec after the prev conc explodes, need to throw it so you get a near perfect conc everytime, if done right, you should keep the same amplitude in your jojoing up and down

Falls:
easy: use the easy juggle, but throw each conc as late as possible (to gain as little height as possible)
medium: prime each conc after the last one blows up, unless you get a near perfect conc, youll slowly jojo down
hard: learn the timing, and throw the conc at the right time


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