.
you know how when you hold jump in water, you bounce half submerged in it? well the force giving you that upwards buoyancy is added to the rocket jump
I think its because when you exit/surface water, you get a little natural boost to help you exit it. Combined with a rocket jump, you can go flying.
Don't quote me on this tho, not too sure myself just what I've heard.
Don't quote me on this tho, not too sure myself just what I've heard.
I have heard the explainations from #2 and #3 on TOTH jump segment multiple times.
The next paragraph is pure speculations.
I have also noticed that a rocket jump from water takes about 80 damage without gunboats, compared to 45 out of water. The 80 damage is about the same as jumping next to an enemy. I don't know if this damage is part of the reason for the higher jump. If the "promod" gives damage resistance to gunboats all the time, will this also effect waterjump. If this is the case should jumping from water do the same self damage without gunboats in and out of water?
The next paragraph is pure speculations.
I have also noticed that a rocket jump from water takes about 80 damage without gunboats, compared to 45 out of water. The 80 damage is about the same as jumping next to an enemy. I don't know if this damage is part of the reason for the higher jump. If the "promod" gives damage resistance to gunboats all the time, will this also effect waterjump. If this is the case should jumping from water do the same self damage without gunboats in and out of water?
If I remember right, soldier uses a multiplier of 0.6 for calculating self damage/knockback while in the air to make rocket jumping less powerful, but the multiplier is reset to 1.0 while in water since you aren't technically in the air if your feet are submerged.
Not sure how the plugin/comtress might work but self damage is always independent from resists. The inconsistencies from it tends to be how the resist/weakness is applied (battalions, mvm resists, idk others)
MacIf I remember right, soldier uses a multiplier of 0.6 for calculating self damage/knockback while in the air to make rocket jumping less powerful, but the multiplier is reset to 1.0 while in water since you aren't technically in the air if your feet are submerged.
I imagine this is what you're talking about:
https://gyazo.com/1817bdd9737b7b1f3b1bb80282b63751
I imagine this is what you're talking about:
https://gyazo.com/1817bdd9737b7b1f3b1bb80282b63751
maxxyMacIf I remember right, soldier uses a multiplier of 0.6 for calculating self damage/knockback while in the air to make rocket jumping less powerful, but the multiplier is reset to 1.0 while in water since you aren't technically in the air if your feet are submerged.
I imagine this is what you're talking about:
https://gyazo.com/1817bdd9737b7b1f3b1bb80282b63751
Yeah that's what I was thinking of, but there's too much information for my tiny brain so I might be interpreting it wrong.
I imagine this is what you're talking about:
https://gyazo.com/1817bdd9737b7b1f3b1bb80282b63751[/quote]
Yeah that's what I was thinking of, but there's too much information for my tiny brain so I might be interpreting it wrong.
MacmaxxyMacIf I remember right, soldier uses a multiplier of 0.6 for calculating self damage/knockback while in the air to make rocket jumping less powerful, but the multiplier is reset to 1.0 while in water since you aren't technically in the air if your feet are submerged.
I imagine this is what you're talking about:
https://gyazo.com/1817bdd9737b7b1f3b1bb80282b63751
Yeah that's what I was thinking of, but there's too much information for my tiny brain so I might be interpreting it wrong.
I think it's right since in the speed = scale * damage formula, scale stays the same and damage is increased in water because of the 1.0 multiplier instead of 0.6
I imagine this is what you're talking about:
https://gyazo.com/1817bdd9737b7b1f3b1bb80282b63751[/quote]
Yeah that's what I was thinking of, but there's too much information for my tiny brain so I might be interpreting it wrong.[/quote]
I think it's right since in the speed = scale * damage formula, scale stays the same and damage is increased in water because of the 1.0 multiplier instead of 0.6