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Jumping off air

#  Mar 04, 2009 at 2:30 AM
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Numenor 85325
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With the release of the sandman people have claimed the lack of a double jump is a big nerf. Right now the weapon is currently accepted to be unbalanced, so the loss of the double jump is meaningless. However, when it recieves it's eventual nerf, the lack of double jump will probably still be present. Of course, no-one knows for certain what the new effect will be, so the pros and cons of it will be needed to be taken into consideration before it is wielded.

My question is, as a meager scout, is the double jump really that good? On the one hand people have claimed its useless, allowing enemies to easily track your movement, and that speed is your deadliest asset, but at the same time I've played in a scrim where a scout seemed nigh untouchable due to him double jumping over the head of the soldier I was healing.

So, is the double jump really that important?
#  Mar 04, 2009 at 3:08 AM
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stickman_aus 86421
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You can't jump over rockets/pipes without a dj. You can't jump over/onto players without a dj. You can't jump to double-jump locations without a dj (and the FaN looses its usefulness in a fight if you use it to jump). You lose half of your range of motion in both fights and navigating without a dj. You can't get as much of an advantage around corners without a dj. You can't dodge airshots without a dj.

That's my quicklist. The dj is not essential to play well. But you can play a damn sight better with the dj than without. Anyone who says otherwise is kidding themselves.
#  Mar 04, 2009 at 3:29 AM
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TuRbINE 79748
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As a Soldier, I absolutely LOVE deathmatching a Sandman Scout who doesn't have his ball atm.  Without a double jump, you just have to bounce them with a rocket and 1 shotgun blast will finish them.

When a Scout has a doublejump, not only is it difficult to predict where he is going to land, but after a successful rocket bounce he is able to doublejump to evade your follow-up.

Without a doublejump, killing a Scout goes from frustrating to simple.

That being said, it's too bad the weapon that causes the doublejump to be lost is able to keep you from ever even getting a single rocket off.
#  Mar 04, 2009 at 4:37 AM
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Teh Jzzb 81812
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Quote:
Originally Posted by stickman_aus
You can't jump over rockets/pipes without a dj. You can't jump over/onto players without a dj. You can't jump to double-jump locations without a dj (and the FaN looses its usefulness in a fight if you use it to jump). You lose half of your range of motion in both fights and navigating without a dj. You can't get as much of an advantage around corners without a dj. You can't dodge airshots without a dj.

That's my quicklist. The dj is not essential to play well. But you can play a damn sight better with the dj than without. Anyone who says otherwise is kidding themselves.
You can stun people.



All of those problems are meaningless.
#  Mar 04, 2009 at 10:07 PM
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PanFrie 81846
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Quote:
Originally Posted by Teh Jzzb
You can stun people.



All of those problems are meaningless.
QFT
but really, for the most part, i've found that force jumping is better than double jumping... almost all the time.
#  Mar 04, 2009 at 11:03 PM
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stickman_aus 86421
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Quote:
Originally Posted by Teh Jzzb
Quote:

You can stun people.


Yes, but overall dj > stun.
#  Mar 04, 2009 at 11:07 PM
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Jin 84782
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nope, you can take out a entire combo just by stunning the medic and killing the soldier afterwards. Its very hard to do, but I've seen scouts in cevo p doing that even before the sandman, so its just gonna make it easier; However the sandman is banned :l
#  Mar 04, 2009 at 11:26 PM
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stickman_aus 86421
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Yeah, but that's quite hard to do, especially since once one is dead, you typically don't have enough manouverability to finish the other off once alerted. If you had the dj, you'd have 2 shotted the medic, jumped over/around the soldier as he turned around to attack, and finished him too. Granted that's hard to do as well, but it has a better success rate than the sandman. The alerted soldier isn't much use if he can't follow you at point blank. The lack of a dj makes you easier to follow, which greatly reduces your chances.
#  Mar 04, 2009 at 11:31 PM
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PanFrie 81846
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Quote:
Originally Posted by stickman_aus
Yeah, but that's quite hard to do, especially since once one is dead, you typically don't have enough manouverability to finish the other off once alerted. If you had the dj, you'd have 2 shotted the medic, jumped over/around the soldier as he turned around to attack, and finished him too. Granted that's hard to do as well, but it has a better success rate than the sandman. The alerted soldier isn't much use if he can't follow you at point blank. The lack of a dj makes you easier to follow, which greatly reduces your chances.
or you can just do this:  http://www.youtube.com/watch?v=KNCgNopyFeU&feature=channel_page
#  Mar 05, 2009 at 12:02 AM
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Quote:
Originally Posted by PanFrie
Quote:
Originally Posted by stickman_aus
Yeah, but that's quite hard to do, especially since once one is dead, you typically don't have enough manouverability to finish the other off once alerted. If you had the dj, you'd have 2 shotted the medic, jumped over/around the soldier as he turned around to attack, and finished him too. Granted that's hard to do as well, but it has a better success rate than the sandman. The alerted soldier isn't much use if he can't follow you at point blank. The lack of a dj makes you easier to follow, which greatly reduces your chances.
or you can just do this:  http://www.youtube.com/watch?v=KNCgNopyFeU&feature=channel_page
Stickman, might as well give up. You could deny words, but this video pretty much sums it up.
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