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When to jump-rev

#  May 08, 2008 at 2:58 AM
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Cascade 83566
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Using the right mouse button will rev up the gun without firing. For those who aren't familiar with the term, the jump-rev is a tactic the HW uses to get around the slow spin-up time of his gun - it goes like this:

1. Jump in a direction of your choice
2. Just after your feet leave the ground, hold the right mouse button to start revving up the gun
3. By the time you hit the ground, you gun will almost be up to speed

You've travelled further in that time than you would have done if you revved the gun on the ground, which instantly slows your speed. (When you jump-rev, your speed doesn't slow until your feet hit the ground again.)

I've been watching (and re-watching, and re-watching) 4k^Riemu's HW frag vid, and from that (and my own play) here are my current practices:

When in closed areas, in close-quarters combat (e.g. Turbine, 2fort)

Jump-rev when approaching a corner which you want to shoot around, just as a way of getting there a little sooner with your gun spinning. Don't pop round the corner mid-air, aim to land just before the corner turns.

Jump-rev every time you fall into an area where there may be enemies - if there's noone there, you can unrev and hardly lose any time

Be very careful about jump-revving around a corner, rather than just up to the corner. This can end up with you stranded and in line of rockets, stickies and sentry fire with no safe retreat. However, there are cases when this is useful; often, a sol/medic will hang back and shell you round the corner; they can deal damage better than you can in that situation, and will eventually kill you with a crit. Here, you want to jump-rev past the corner, cut off and kill the soldier or medic then retreat again.

This highlights a general principle of play - use jump-rev to get into a position where an enemy has to pass you in order to escape; that way, you can repeatedly bite off and chew small pieces of the enemy team without fully exposing yourself. Jump-rev past a bad guy, then strafe back into safety while shredding them with Sasha. I do this a lot in Mach4 and Turbine when coming out of my flag area and into the enemy flag room.

If you think there's a nearby sentry, don't jump-rev, as it will launch you. If you stafe-rev, you've got a good chance of killing it.

If you think there's a distant sentry, it's sometimes useful to jump-rev; if the sentry sees you, it will push you back and out of range. However, this is very situational, and it's often better to strafe-rev here too.

Needless to say, if you have invuln. uber and you think there's a sentry, don't jump under any circumstances.

In outside areas, medium-range combat (e.g. Gravelpit, much of Granary)

As above, if you have invuln. uber and you see stickies; if you jump, the demo can launch you and break the uber connection. So just walk over these.

If you meet an enemy and you're not revved up, your usual practice should be to jump-rev and kill them. Sometimes you need to run, sometimes you need to fight - I won't discuss this here, you need to get your own feel for it.

So, when you jump-rev, some clases you want to jump towards, others away from. This can vary but here's my rule of thumb:

1. Soldiers: Jump diagonally towards. You need to be close to kill them, and they also hurt themselves at this range. However, don't jump directly at him, as you're asking for a direct hit with a rocket.

2. HWs: Jump sideways. HW-on-HW is a tracking battle where you have to centre the other HW better than they centre you. Lateral momentum is most important here.

3,4. Pyros, spies: Treat these the same way; jump away, as they can only hurt you up close.

5. Scouts: You shouldn't let a scout kill you in the open. So, jump in the direction which denies them cover, from their current position. E.g. if there's a
#  May 08, 2008 at 4:27 AM
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DurbanPoison 78453
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I think the jump rev is something you need to do in most situations.  Just staying in motion is important, and espescially during the vulnerable rev-time.

Good post Cascade!

Possibly the most important one suggested here is
5. Scouts: You shouldn't let a scout kill you in the open. So, jump in the direction which denies them cover, from their current position. E.g. if there's a corner nearby, jump so you end up at the apex of the corner, from which position you can hit them whichever side they dodge to.
#  Jul 14, 2008 at 1:17 PM
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Great Advice!
Very Helpful, Can't wait to try out these Tactics!
#  Jul 14, 2008 at 1:22 PM
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jam1058 85161
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good post, a bit got cut off at the end though
#  Jul 14, 2008 at 1:28 PM
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Dr. Chris 85445
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Good post, the last bit wasn't parsed though...
#  Jul 14, 2008 at 2:19 PM
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Cascade 83566
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Oh, gah. Stupid site update killed it.
#  Jul 16, 2008 at 10:29 AM
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jam1058 85161
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very good guide though, ill try it out!
#  Jul 16, 2008 at 11:15 AM
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Scorch 77948
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Ahhh, thank you Cascade!  This is very helpful, I will try to keep it in mind for the next time Servel Gas Refrigerator show his fat face!
#  Jul 21, 2008 at 11:49 AM
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Vince2501 83779
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Any time you turn a corner I would say is a good time to rev.
#  Jul 21, 2008 at 8:15 PM
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_Duke_ 85189
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Quote:
Originally Posted by Vince2501
Any time you turn a corner I would say is a good time to rev.

No thanks, there is a time and place for everything. There are a few corners in Gold Rush I would never rev or jump-rev around.

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Team Fortress 2


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Captures Blocked: Nimbli Bimbli - (26 captures blocked)
Dominator: {TF2F} Bitch Nasty - (25 dominations)
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Flags Defended: MechaEdd - (12 flags defended)
Physician Assisted Homicide: {TF2F}SME®BUI©K - (271 medic kill assists)
Points Captured: {TF2F}SME®BUI©K - (30 points captured)
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