Difference between revisions of "Jumping/zh-hant"

From Team Fortress Wiki
Jump to: navigation, search
(參見)
(更新歷程)
Line 211: Line 211:
  
 
== 更新歷程 ==
 
== 更新歷程 ==
'''[[October 31, 2007 Patch]]'''
+
'''[[October 31, 2007 Patch/zh-hant|2007年10月31日]]'''
* Added anti-bunny hopping code
+
* 新增關閉兔子跳的指令。
  
'''[[November 20, 2007 Patch]]'''
+
'''[[November 20, 2007 Patch/zh-hant|2007年11月20日]]'''
* Fixed jump/taunt exploit
+
* 修正嘲諷時能跳躍的漏洞。
  
'''[[December 31, 2007 Patch]]'''
+
'''[[December 31, 2007 Patch/zh-hant|2007年12月31日]]'''
* Fixed Syringegun projectiles sometimes pushing players high up into the air, allowing them to reach bad map locations
+
* 修正可以用注射槍的後座力跳躍的漏洞。
  
'''[[April 1, 2008 Patch]]'''
+
'''[[April 1, 2008 Patch/zh-hant|2008年4月1日]]'''
* Fixed crouch-jump exploit that allowed players to get outside of the world
+
* 修正有些情況使用跳蹲會跳出地圖之外的問題。
  
'''[[December 11, 2008 Patch]]'''
+
'''[[December 11, 2008 Patch/zh-hant|2008年12月11日]]'''
* Added smoke to the feet of a [[Rocket jumping#Rocket jump|rocket jumping]] [[Soldier]]
+
* 在進行火箭跳時,[[Soldier/zh-hant|火箭兵]]腳底下會出現火焰特效。
  
'''[[June 3, 2011 Patch]]'''
+
'''[[June 3, 2011 Patch/zh-hant|2011年6月3日]]'''
* Added new community contributed response rules for Scout's double jump.
+
* 新增社群自製雙重跳躍時的語音回應。
  
 
== 參見 ==
 
== 參見 ==

Revision as of 05:13, 2 August 2011

A frolicking Scout.
嘿,我能從這看到基地的全貌!
偵察兵

跳躍是每個職業都能使用的基本動作。跳躍時最多能夠將玩家的位置提升 45 HU單位的垂直高度。跳躍不只可以讓完家到達特定位置,還可用來縮短步行距離,甚至是閃躲砲火。Xbox 360版跳躍的預設按鍵是 "A",PlayStation 3版跳躍的是"X",PC版則是空白鍵。

基本動作

跳蹲

在跳躍中,可以隨時按下蹲下的按鍵。此動作會讓玩家在跳躍時把腳縮起來,並且會使玩家角色的整體垂直面積從腳底減少27個HU單位。也因如此,這個動作能讓玩家跳上一些較高的位置,並且在跳躍時減少受彈面積。在預設中,玩家最多只能夠在跳躍中蹲下兩次。

跳蹲也適用於擊退效果,按照遊戲設計,跳蹲狀態下被擊退的效果強於普通跳躍。

空中轉向

空中轉向就是指在空中改變移動軌跡的技巧。雖然是在空中,但是玩家仍然可以利用方向鍵來改變空中移動的軌跡。另外,此技巧還可以取消在空中的移動貫性。

偵查兵的跳躍

使用自然之力提升跳躍高度的方法。

偵查兵是可以使用雙重跳躍的職業。他還能配合自然之力波士頓狼牙棒或是原子棒使出各種不同的跳躍技巧。

雙重跳躍

在空中時,玩家可以在空中再次按下跳躍鍵,此時就會使出雙重跳躍。偵察兵的第二次跳躍可以往任何方向,甚至跟第一次跳躍時是相反的方向也可以。此能力可以跳到一些一般職業無法跳到的位置。雙重跳躍不只可以躲避砲火,還能跳到特殊位置埋伏。不過第二次跳躍時會出現軌跡,可能會讓行蹤曝光。

由於可以隨時在空中使出雙重跳躍,因此可以避免摔傷的情況發生,只在再快碰到地面時使出第二次跳躍既可。

三重跳躍

裝備原子棒時玩家可以使用三重跳躍。不過第三次跳躍會受到10點傷害。此能力可以讓玩家跳到以往連雙重跳躍都跳不到的位置。另外,跟雙重跳躍不同 ,三重跳躍的軌跡是紫色的。

自然之力跳躍

裝備自然之力時,玩家可以利用他的後座力提升跳躍高度,藉此達到三或四重跳躍。透過自然之力的後座力所產生的跳躍,非常快速且難以預測,不容易被敵人瞄準。玩家可以在往前跳躍時,將槍口朝下發射,力用後座力提升高度,如果高度不夠還可以再接著使用雙或三重跳躍。此外,這方法不只能提昇跳躍高度,也可以將後座力應用在提升在空中的水平移動距離。

原子飲料跳躍

使用原子能量飲料時會呈現無敵狀態,此時可以藉助敵方步哨槍開火時的擊退效果來讓偵察兵跳到極高的位置。 跳躍高度會隨敵方步哨槍的等級火力有所不同。

狼牙棒跳躍

當在空中受到波士頓狼牙棒的自我傷害時,會些微提昇自己角色的垂直高度。當然此種跳躍法風險相當大,尤其在沒有超量治療或是生命值未滿的狀態下,非常容易死亡。因此在使用時,必須先確定附近有醫護包。跟火箭跳一樣,在空中蹲下的話可以提升上昇的高度。配合自然之力的話,甚至可以跳到更高的地方。

火箭兵的跳躍

基礎火箭跳

火箭跳是利用 火箭兵火箭爆炸產生的擊退力進行跳躍的技巧。玩家可以利用此方法達到一般跳躍所達不到的高度,當然,這會讓生命值受到一些損傷。此技巧通常用是用來跳到一些地圖上的高點、飛越障礙物、或是從空中突擊敵人時使用。在火箭跳時,玩家受到自己火箭的傷害會減少40%,就連利用爆擊的火箭進行火箭跳受到的傷害也不會改變,但相對的跳越高度也不受影響。在進行火箭跳時,玩家角色的靴子上會出現火焰的特效。

火箭跳的方法很簡單,只要在朝地面發射火箭的同時按下跳躍,就可以施展火箭跳。飛行距離和跳躍角度會隨著火箭發射的方向和角色自己的移動而改變。跳蹲狀態下火箭跳會比一般火箭跳跳的稍微高一些。

進階火箭跳

這些是從基本火箭跳所延伸出來的進階技巧,它們通常用在跳躍地圖中,但在一般遊戲中也可以使用這些技巧達到更高的跳躍高度。

  • 快速火箭跳移動可以朝著牆壁或用傾斜的角度地板發射火箭,然後在發射火箭同時跳蹲,雖然跳躍高度不高,但卻能飛行很遠的距離。
  • 當你靠著牆壁進行垂直上升的火箭跳時,可以在跳到最高點時再次面向牆壁發射火箭並跳蹲,這些一來就可以達成二段火箭跳,只是第二次的跳躍高度不高。此種方法可以跳到非常高的地方,但前提是要有牆壁可以進行第二次的火箭跳。
  • 波戈跳躍(Pogo jumps)是一種使用朝牆壁發射火箭推進後,並再次朝地面發射另一枚火箭增加推進力和移動距離度技巧(可參考右方影片教學)。由於過程必須非常快速,所以你必須確保飛出去時火箭能夠準確打中你的腳底下。這很容易失敗,必須隨時保持跳蹲的狀態下來確保能夠飛行最大距離。
  • 雙重火箭跳需要同時用到兩枚火箭才能達成,只有少部分地圖才能使用。先在高處朝低處發射一枚火箭,此時玩家就往下跳到火箭所發射的低點位置(高度要夠,因為這樣落下的速度才會比火箭快),當到達地面時,算後另一枚火箭擊中地面爆炸的時間,並同時進行火箭跳,當然跳躍的高度比一般火箭跳更高。
  • 翻越火箭跳(Flick jumping)是先往後方傾斜一點的角度發射火箭進行高度不高的火箭跳,之後在落地同時再進行一次一般的火箭跳,此時就可以飛得又高又遠。示範影片
  • 水中火箭跳是利用Source引擎模擬浮力加上火箭本身擊退力的特性進行跳躍。使用時,角色的身體必須上半身在水面上,下半身在水中(例如踩著Well地圖上水管突出的部分),然後朝著底下的進行火箭跳(最好靠著牆壁),就可以產生非常強力的跳躍跳出水面並飛行很長的距離。示範影片
  • 當裝備火箭跳躍者時,不會受到火箭跳的傷害,但仍然會因落地而受到傷害。

爆破兵的跳躍

基礎黏彈跳

A sticky jump is any jump assisted by the explosive knock back of the Demoman's own stickies. Compared to the Soldier's rocket jump, the Demoman pays more health but jumps much higher and further. This technique is often used to reach unusual locations on the map, cover ground quickly, bypass barriers, and surprise foes. To assist with sticky jumps, the Demoman has 25% damage resistance against any sticky he fires that does not damage an enemy. Critical hits do not deal extra self-damage or extra knockback to the Demoman, so they will not propel him further. Any sticky jumping player will display burning, smoky boots until he lands.

To execute a successful sticky jump, place a sticky bomb on the ground and wait for it to arm. Jump over the sticky and detonate it. Your distance from the sticky's wide explosive radius will determine height, velocity, and damage taken to a significant degree. Crouch-jumping will cause the explosion to launch you significantly further.

進階黏彈跳

Advanced sticky jumping techniques are similar to a Soldier's rocket jumping techniques, but the mechanics are somewhat different because of the sticky's arming period.

  • Double sticky jumps begin by setting two stickies on the ground instead of one. You'll lose vastly more health, but you'll jump much further and higher. It's best to only attempt this jump while a Medic overheals you or ÜberCharges you. In regular games, this is often used to leap across an entire section of the map.
  • Triple sticky jumps use three stickies. They shouldn't be done without an overheal, ÜberCharge, or the extra health from an Eyelander. Because the player will often land with less than twenty health, their destination should either be very high up or have a Health Pack. No official maps are big enough to need this; a double sticky jump will get you to the same place with some health to spare.
  • Like rocket jumps, more powerful sticky jumps can be made by launching the sticky at the intersection between a wall and the ground. These jumps generally give you more speed and distance at the cost of some height.
  • Wall jumps can also be made with stickies. Because of the arming delay, the Demoman must launch a sticky at the wall and rapidly detonate the sticky under his feet before the wall sticky arms. Then he must detonate the wall sticky as he passes. The height and distance gained from this technique is extreme. It is possible but extremely difficult to chain further wall stickies together, but this can only be done on jump maps which heal you during your jumps.
  • Pogoing is also possible with the Demoman. To pogo, you must fire a new sticky at your destination and detonate the old one beneath you just before the second one arms. You repeat this combination over and over to remain in the air.
  • Mid-air pogoing is also possible on a jump map. You place one sticky below yourself, fire another sticky upwards or outwards, and then jump after the airborne sticky. If done correctly, you will catch up to the sticky while it arms in mid-air, and you can detonate it for a further boost.
  • No damage will be dealt to the Demoman when sticky jumping with the Sticky Jumper out, although he will still receive fall damage unless you shoot a sticky at where you will land and time it correctly.

榴彈跳

Much like rockets, stickies, and other explosives, a Demoman's Grenade Launcher can be used to jump. The explosion has power and damage comparable to a rocket jump, but it's far more difficult to time and execute a good grenade jump. These are rarely used in actual play, but they have a niche for Demomen wielding the Chargin' Targe. This form of jumping may also be preferable if you have stickies already placed and do not wish to detonate them to jump somewhere. The Ullapool Caber can also be used to grenade jump.You can grenade jump with the Caber by crouch-jumping while you strike the ground or a wall.

There are three rules of thumb for executing a good grenade jump.

  • Fire straight down or against a wall or corner to control grenade positioning. Firing it forward will make it very difficult to track, and it may explode before you've reached it.
  • Crouch-jump over the grenade roughly two seconds after you fire it, absorbing as much of the explosion as possible. Jump too early, too late, or without good timing and the jump will have little power or control.
  • Vertical jumps require you to crouch-jump without any lateral motion. Proper grenade placement will give you the forward momentum to bypass a high barrier.

To perfectly time a grenade jump, immediately reload after deploying the grenade and jump after the second audible click plays. A visual clue is to watch the rings around the grenade, which pulse increasingly faster as it nears detonation.

衝刺跳躍

Rampsliding Demonstration

Rampsliding uses the charging ability of either the Chargin' Targe or Splendid Screen to propel the player off inclined surfaces.

  • Approach the incline you wish to slide off of at full running speed. You must not be stationary.
  • Jump and charge at the base of the ramp simultaneously. The steeper the incline, the closer to the ramp's base you must be.
  • Simultaneously attack to cancel the charge and jump to go airborne when at the very top of the ramp.
  • If timed correctly, you will preserve all forward momentum and fly through the air. Use the strafe keys and mouse to maneuver!

其他跳法

步哨火箭跳

There are two ways to Sentry Gun rocket jump;

  • The easy method is to wrangle your level 3 Sentry and fire rockets at your feet while you crouch-jump. Since the Engineer receives no self-damage resistance, he loses a great deal of health but flies very far. Landing spots must be chosen carefully.
  • The hard method allows the Engineer to jump and carry his Sentry with him. You must fire the rockets, switch away from the Wrangler and pack-up the Sentry before the jump carries you out of range.

Scripting can automate the hard method, but the technique can be learned manually. While looking at your Sentry Gun, tap the following keys in rapid succession: Crouch-jump and fire rockets simultaneously, switch to your last weapon, and then pack-up the Sentry Gun. If you want to avoid crouch-jumping, you can cut out that step by standing on your Sentry instead.

Using the hard method, you can rapidly relocate and redeploy your level 3 Sentry in unusual or aggressive locations.

步哨跳

Bullet jumps are more difficult than Sentry rocket jumps, but they can be performed with any Sentry and often do less damage to the Engineer. The Gunslinger's Mini-Sentry is especially useful for bullet jumping. It deals even less damage and fires faster, giving more knock back for the jump.

The technique is deceptively simple. Stand on top of your Sentry Gun, aim in the direction you want to go, crouch-jump and fire. Your bullets should propel you high into the air. Most bullet jumps fail because you aim too low and fire the gun beneath you, or because the angle of the Sentry Gun's fire isn't pushing you up fast enough to overcome gravity.

If you have difficulty bullet jumping at angles, a simpler technique is deploy your Sentry beside the location you want to reach, stand on it, and fire almost straight up. Once you are nearly at the height you desire, aim a touch in the direction you wish to go, and the last few bullets will nudge you horizontally at your target.

火焰兵火箭跳

The Pyro can take advantage of the knock back effect of reflected projectiles. By aiming the Compression Blast at his feet, a Pyro can redirect a Soldier's or Sentry Gun's rocket into a powerful rocket jump. Because the Pyro has no self-damage resistance, this jump generally sends the Pyro further and higher than a Soldier could manage, however this also means that the Pyro will take considerably more damage than a Soldier would in the same situation. Pyros can also jump with reflected grenades, though the reflecting force exerted by the compression blast in conjunction with the smaller window of time before the detonation make it very unlikely to use properly.

爆破信號跳

The Pyro can use the explosive flares shot by the Detonator to gain additional jump height. However, due to low explosive power, a jump performed in this manner is less effective than other methods and is only somewhat more effective than regular jumps or crouch-jumps at jumping across gaps or clearing obstacles. Moreover, this will consume a small part of your health.

敵援跳法

While unlikely, it is possible to use opposing attacks to make jumps. For example, Bonk Scouts can use the knockback of a high-leveled Sentry Gun or a cluster of stickies to fly accross a map, while any class could feasibly jump a fair distance using an incoming enemy rocket or grenade. That said, attempting to make enemy-assisted jumps will often deal high damage and may result in being juggled.

南瓜炸彈跳

A pumpkin jump uses Pumpkin Bombs to launch the player into the air.

  • Lighter classes should stand far away and crouch-jump while shooting the pumpkin.
  • Heavier classes can stand beside the pumpkin and fire for a larger boost. A Heavy can jump further than a Demoman's sticky jump for roughly half his health.
  • The Chargin' Targe reduces damage done by pumpkin explosions.

不能跳躍的狀態

以下狀態中玩家無法跳躍:

  • 正在拉的狙擊手。
  • 旋轉機槍中的重裝兵。
  • 嘲諷。
  • 蹲下。
  • 暈眩狀態。
  • 頭頂上方有東西擋住時。
  • 水中。.
  • 在空中(除了偵察兵可以進行雙重跳躍)。
  • 衝刺狀態下的爆破兵。

利用遊戲漏洞的特殊跳躍

這些跳躍法的確是不尋常的行為,不過早已被修復。

注射槍推進

2007年12月31日之前,注射槍有後座力效果,能使玩家利用後坐力提生跳躍高度,而且只要針筒彈藥足夠,可以達到非常驚人的高度。

兔子跳(Bunnyhopping)

2007年10月31日之前,你可以連續不斷跳躍進行加速移動,而且還可以利用火箭跳之類的擊退力來增加跳躍速度。

相關成就

Leaderboard class scout.png 偵察兵

連環跳
連環跳
使出 1000 次二連跳


內野高飛球
內野高飛球
二連跳時殺掉 20 名玩家。
鐵人三項
鐵人三項
只用一條命,在陸地上、空中、中分別殺死一個敵人。

Leaderboard class soldier.png 火箭兵

死神降臨
死神降臨
使出火箭跳並在著地前殺死 2 名敵人。


地底死神
地底死神
使用直擊火箭殺死 10 名在空中的敵人。


完美落地
完美落地
使出火箭跳並在落地前或是落地後馬上以十字鎬殺死一名敵人。
遨翔天際
遨翔天際
使用蹲跳,跳出最高的火箭跳


榮光之翼
榮光之翼
自己和對方都在空中時,殺死敵方火箭兵

Leaderboard class pyro.png 火焰兵

領航指示燈
領航指示燈
火燒在半空中做火箭跳火箭兵

Leaderboard class demoman.png 爆破兵

一石二鳥
一石二鳥
以一次黏彈跳殺死 2 名敵人。


高空彈跳
高空彈跳
使用黏彈跳,跳了非常遠的距離...
空中突襲
空中突襲
使用黏彈跳跳到控制點上並將其佔領。


蘇格蘭旋風
蘇格蘭旋風
使用黏彈跳時以近戰方式殺死敵人。

Leaderboard class heavy.png 重裝兵

馬克斯信徒
馬克斯信徒
使用格林機槍殺死空中 10 名敵人。

Leaderboard class sniper.png 狙擊手

摔死
摔死
使用狙擊槍弓箭射殺半空中的偵察兵
空中攔截
空中攔截
使用狙擊槍弓箭射殺使用火箭跳黏彈跳的敵人。

更新歷程

2007年10月31日

  • 新增關閉兔子跳的指令。

2007年11月20日

  • 修正嘲諷時能跳躍的漏洞。

2007年12月31日

  • 修正可以用注射槍的後座力跳躍的漏洞。

2008年4月1日

  • 修正有些情況使用跳蹲會跳出地圖之外的問題。

2008年12月11日

  • 在進行火箭跳時,火箭兵腳底下會出現火焰特效。

2011年6月3日

  • 新增社群自製雙重跳躍時的語音回應。

參見

相關連結