I got schooled by a random dude in a pub. apparently bhopping does still gives you a tiny amount of speed.
Got me thinking we should add bhopping pugin to comp tf2. I'm pretty sure scouts don't have enough to complain about currently.
I mean how fun does this look.
http://www.youtube.com/watch?v=f8Le2YBB3Jw
Got me thinking we should add bhopping pugin to comp tf2. I'm pretty sure scouts don't have enough to complain about currently.
I mean how fun does this look.
http://www.youtube.com/watch?v=f8Le2YBB3Jw
holding w + space while a plugin makes you faster isnt bhopping
It kind of already exists:
http://www.youtube.com/user/DeselectYourMind/videos?flow=grid&view=0
http://www.youtube.com/user/DeselectYourMind/videos?flow=grid&view=0
i believe that video was played with the tftrue plugin thing from a while back. it allowed for bhop and fov was uncapped
The new map pugs group did a few pugs with this plugin a while back. It was pretty fun to mess around with but terrible for serious gameplay.
Lol well if that was the case then it would be called promod then
You can use cranks bhop mod which isnt auto bhop.
But I will say the main issue with bhopping is it makes several classes useless and other classes really overpowered.
But I will say the main issue with bhopping is it makes several classes useless and other classes really overpowered.
you can gain a little bit of speed in tf2 by bhopping but it's pretty negligible unless you're trying to do certain jumps purely because of consistancy. It's the same reason that if you strafe while rocket/sticky jumping you'll get a little extra distance.
If you want to see how it works create a server, chuck on sv_gravity 0, stand still and jump until you hit the skybox. From a completely standstill, you can't directly walk forward or backwards, but you can still gain speed by strafing left and right while dragging your mouse in the direction you're moving.
If you want to see how it works create a server, chuck on sv_gravity 0, stand still and jump until you hit the skybox. From a completely standstill, you can't directly walk forward or backwards, but you can still gain speed by strafing left and right while dragging your mouse in the direction you're moving.
the game resets your speed as soon as you touch the ground, so you're really limited at how far you can go. edit: (referring to #4's videos)
"Bunny hopping has never worked in TF2, Valve made sure of that. Whatever server this lobby was played on had a custom bunny hopping plugin installed." - Channel Owner
First thing I saw when looking at the comments
First thing I saw when looking at the comments
equalsdg2gfast, also video
It's tf2... but it's tribes... but it's tf2! Okay, it DOES look fun as fuck. Really weird, but fun.
It's tf2... but it's tribes... but it's tf2! Okay, it DOES look fun as fuck. Really weird, but fun.
maybe if there was a cap of 120% of default speed for each class,this idea would be more reasonable. however im not sure if this sort of mod is possible to make, while maintaining the difficulty in bhop as it currently is, as seem in
http://www.youtube.com/user/DeselectYourMind/videos?flow=grid&view=0
.
if 120% of original speed bhop were adapted to competitive play the only things i would see changing would be the level of difficulty to get to the maximum class speed, the ability to make more and different jump combinations on every single map, and the ability to get to mid faster, without any change to the time ratios of classes to each others default speeds.
if 120% of original speed bhop were adapted to competitive play the only things i would see changing would be the level of difficulty to get to the maximum class speed, the ability to make more and different jump combinations on every single map, and the ability to get to mid faster, without any change to the time ratios of classes to each others default speeds.
TF2 class balance wasn't made with bhopping in mind, so if we implemented this, classes like heavy and pyro would be unnecessarily better.
heavy and pyro would be scout tier
scout would be pyro tier
don't break tf2 guys
scout would be pyro tier
don't break tf2 guys
bhopping does work, it makes you a few percent faster. But you have to get it perfect.
#20 no. movement speed is limited harshly whenever you hit the ground and it's also not considered surfing/groundstalled. if you fall hard enough you can be groundstalled for a frame (or few?) and not lose your momentum, but this only happens when explosive jumping and I'm pretty sure you can't jump out of it. if this isn't the mechanic then the mechanic is probably that you can't jump the first frame you hit the ground so you always get friction. either way it's 100% fact that bunnyhopping does not work in tf2.
wareya#20 no. movement speed is limited harshly whenever you hit the ground and it's also not considered surfing/groundstalled. if you fall hard enough you can be groundstalled for a frame (or few?) and not lose your momentum, but this only happens when explosive jumping and I'm pretty sure you can't jump out of it. if this isn't the mechanic then the mechanic is probably that you can't jump the first frame you hit the ground so you always get friction. either way it's 100% fact that bunnyhopping does not work in tf2.
http://www.youtube.com/watch?v=KJDdMDB095M
I don't remember the specifics, but afaik the speed limiting on the ground isn't stuck at the base character speed, so it is possible, but you have to do it perfectly because if you go slightly too fast you'll lose all momentum.
You can -frag and argue with me if you want, but I'm still going to trust the jump community and videos over you.
You can -frag and argue with me if you want, but I'm still going to trust the jump community and videos over you.
https://docs.google.com/spreadsheet/ccc?key=0AkBpyyZfWCczdGFOcHloSV93SmNTbmxoWDdPT3d2dmc#gid=0
Check uncrouched bounces. 99% sure that is the phenomenon that lets you bhop. You have to fall those exact number of units from your peak, and you must hit your jump frame perfectly. Because it's accurate down to the unit/tick it's near impossible to consistently do them, will vary with fps, and will vary with server tickrate.
This is mostly a jumping-related thing in terms of consistency (jumps can be designed with exact unit falls), but I suppose interesting to note if people are willing to decompile and check their maps for consistent falling distances.
Note: I believe a standard jump is 50 units, but someone may have to correct me on that.
Check uncrouched bounces. 99% sure that is the phenomenon that lets you bhop. You have to fall those exact number of units from your peak, and you must hit your jump frame perfectly. Because it's accurate down to the unit/tick it's near impossible to consistently do them, will vary with fps, and will vary with server tickrate.
This is mostly a jumping-related thing in terms of consistency (jumps can be designed with exact unit falls), but I suppose interesting to note if people are willing to decompile and check their maps for consistent falling distances.
Note: I believe a standard jump is 50 units, but someone may have to correct me on that.
There is definitely a little speed boost associated with bhopping something involving doing special stuff. It's not noticeable on Heavy, but somewhat noticeable on Scout.
Rickteach me how to bunny jump
http://www.youtube.com/watch?v=qM9YWm6T_hc
omfg
http://www.youtube.com/watch?v=qM9YWm6T_hc[/quote]omfg
the speed boost doesn't come from bhopping. bhopping is when you don't lose speed when you bounce off the ground by jumping soon enough when you land. even if you can "bunnyhop" in tf2 it's not the same bhopping as exists in quake, hl2, etc. you get a speed boost from airstrafing but you do not maintain the speed boost you've already got after you jump again like you do in those games, the mechanic isn't the same. don't be fooled.
capnfapnat least you can Gandhi hop
I googled this.... .-.
http://www.youtube.com/watch?v=VAyyb-lnb0Q ._.
Results were not well
I googled this.... .-.
http://www.youtube.com/watch?v=VAyyb-lnb0Q ._.
Results were not well