Difference between revisions of "Jumping/fr"

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(Toujours à traduire.)
 
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[[Image:Scoutjump.png|right|300px]]
 
[[Image:Scoutjump.png|right|300px]]
'''Sauter''', est, comme pour les autres jeux, un mouvement élémentaire dans Team Fortress 2. Sauter vous servira à atteindre des endroits surélevés, à raccourcir votre trajet lorsque vous vous déplacez, ou à esquiver les tirs. Pour sauter, appuyez par[[default key/fr|défaut]] sur '''"A"''' pour la version Xbox 360, sur '''"Espace"''' pour les versions PC et Mac, et sur '''"Cross"''' pour la PS3.
+
'''Sauter''', est, comme pour les autres jeux, un mouvement élémentaire dans Team Fortress 2. Sauter vous servira à atteindre des endroits surélevés, à raccourcir votre trajet lorsque vous vous déplacez, ou à esquiver les tirs. Pour sauter, appuyez par [[default key/fr|défaut]] sur '''"A"''' pour la version Xbox 360, sur '''"Espace"''' pour les versions PC et Mac, et sur '''"Cross"''' pour la PS3.
  
 
==Saut accroupi==
 
==Saut accroupi==
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Le joueur peut [[crouch/fr|s'accroupir]] à n'importe quel instant lorsqu'il saute. Ses jambes se rapprocheront donc de son corps, ce qui lui permettra d'atteindre des surfaces encore plus hautes, ou de réduire sa hitbox, pour encaisser le moins de tirs ennemis. On ne peut normalement s'accroupir et se redresser que quelques fois en étant en l'air, pour éviter que des changements trop rapides de la taille de la hitbox ne profitent trop au joueur.  
 
Le joueur peut [[crouch/fr|s'accroupir]] à n'importe quel instant lorsqu'il saute. Ses jambes se rapprocheront donc de son corps, ce qui lui permettra d'atteindre des surfaces encore plus hautes, ou de réduire sa hitbox, pour encaisser le moins de tirs ennemis. On ne peut normalement s'accroupir et se redresser que quelques fois en étant en l'air, pour éviter que des changements trop rapides de la taille de la hitbox ne profitent trop au joueur.  
  
Crouch-jumping is also used to boost the effect of explosive [[knock back]].  By design, any jump involving an explosive will go further with a crouch-jump than a regular jump.
+
Crouch-jumping is also used to boost the effect of explosive [[knock back/fr|knock back]].  By design, any jump involving an explosive will go further with a crouch-jump than a regular jump.
  
 
==Sauts du Scout==
 
==Sauts du Scout==
 
[[Image:Doublejumper.png|200px|right|Whoosh!]]
 
[[Image:Doublejumper.png|200px|right|Whoosh!]]
The Scout is the only class with an innate jump ability, the double jump.  This can be augmented with the [[Force-A-Nature]], creating a triple jump or force jump.
+
The Scout is the only class with an innate jump ability, the double jump.  This can be augmented with the [[Force-A-Nature/fr|Force-A-Nature]], creating a triple jump or force jump.
  
 
===Double Saut===
 
===Double Saut===
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[[File:Triple jumping diagram.png|right|300px|thumb|Triple-Jumping]]
 
[[File:Triple jumping diagram.png|right|300px|thumb|Triple-Jumping]]
*Double jumping disregards air physics, so the [[Scout]] can quickly shift from one direction to another by holding the respective directional key as you jump. Use this to dodge enemies during combat or to quickly peek around corners without taking damage.
+
*Double jumping disregards air physics, so the [[Scout/fr|Scout]] can quickly shift from one direction to another by holding the respective directional key as you jump. Use this to dodge enemies during combat or to quickly peek around corners without taking damage.
  
*Use double jumping to avoid [[fall damage]]. The Scout can fall great distances and avoid taking extra damage by using the second jump just before landing.  
+
*Use double jumping to avoid [[fall damage/fr|fall damage]]. The Scout can fall great distances and avoid taking extra damage by using the second jump just before landing.  
  
 
*If your timing is right, you can double jump over enemies' heads. Use this to confuse your foes.
 
*If your timing is right, you can double jump over enemies' heads. Use this to confuse your foes.
  
*Care should be taken when dodging Snipers, as a careless double jump (such as at the peak of the first jump) will leave the Scout falling through the air in a smooth, easily traced path, a prime target for a skilled [[Sniper]].
+
*Care should be taken when dodging Snipers, as a careless double jump (such as at the peak of the first jump) will leave the Scout falling through the air in a smooth, easily traced path, a prime target for a skilled [[Sniper/fr|Sniper]].
  
 
===Triple Saut===
 
===Triple Saut===
  
With the [[Force-A-Nature]] equipped, the Scout can use the recoil from a shot to propel himself even higher into the air while airborne from his second jump for an effective '''Triple Jump'''. The third 'jump', produced by the Force-A-Nature shot has more horizontal force and is slightly more difficult to aim and predict than a double-jump. However, the Triple jump allows the Scout to reach all sorts of places even [[Scattergun]] equipped Scouts cannot reach by double jumping alone.
+
With the [[Force-A-Nature/fr|Force-A-Nature]] equipped, the Scout can use the recoil from a shot to propel himself even higher into the air while airborne from his second jump for an effective '''Triple Jump'''. The third 'jump', produced by the Force-A-Nature shot has more horizontal force and is slightly more difficult to aim and predict than a double-jump. However, the Triple jump allows the Scout to reach all sorts of places even [[Scattergun/fr|Scattergun]] equipped Scouts cannot reach by double jumping alone.
  
 
===Force Jump===
 
===Force Jump===
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==Rocket jumps==
 
==Rocket jumps==
A rocket jump is any jump assisted by the explosive [[knock back]] of the [[Soldier]]'s own [[Rocket Launcher|rockets]].  A player can propel himself great heights and distances, usually at the cost of some [[health]].  This technique is often used to reach unusual locations on the map, cover ground quickly, bypass barriers, and surprise foes.  To assist with rocket jumps, the Soldier has 40% damage resistance against any rocket he fires that does not damage an enemy.  [[Critical hits]] do not deal extra self-damage or extra knock back to the Soldier, so they will not propel him further.  Any rocket jumping Soldier will display burning, smoky boots until he lands.
+
A rocket jump is any jump assisted by the explosive [[knock back/fr|knock back]] of the [[Soldier/fr|Soldier]]'s own [[Rocket Launcher/fr|rockets]].  A player can propel himself great heights and distances, usually at the cost of some [[health/fr|health]].  This technique is often used to reach unusual locations on the map, cover ground quickly, bypass barriers, and surprise foes.  To assist with rocket jumps, the Soldier has 40% damage resistance against any rocket he fires that does not damage an enemy.  [[Critical hits/fr|Critical hits]] do not deal extra self-damage or extra knock back to the Soldier, so they will not propel him further.  Any rocket jumping Soldier will display burning, smoky boots until he lands.
  
 
===Rocket Jump de base===
 
===Rocket Jump de base===
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===Rocket Jump avancé===
 
===Rocket Jump avancé===
  
There are multiple variations on the basic rocket jump.  Most are regularly used on [[jump maps]], but they can be used in a normal game to gain great speed or height.
+
There are multiple variations on the basic rocket jump.  Most are regularly used on [[jump maps/fr|jump maps]], but they can be used in a normal game to gain great speed or height.
  
 
*Faster rocket jumps can be made off a combination of wall and ground.  Aim down at the corner where the wall intersects the ground, crouch-jump and fire.  These jumps tend to have a low angle and high velocity, and they often go further than regular jumps.
 
*Faster rocket jumps can be made off a combination of wall and ground.  Aim down at the corner where the wall intersects the ground, crouch-jump and fire.  These jumps tend to have a low angle and high velocity, and they often go further than regular jumps.
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*Flicking is rapidly turning around and firing the rocket mostly behind you.  This can be combined with any other technique to fine tune the direction and power of a jump.  An easier equivalent is to face backwards while you make your rocket jump.
 
*Flicking is rapidly turning around and firing the rocket mostly behind you.  This can be combined with any other technique to fine tune the direction and power of a jump.  An easier equivalent is to face backwards while you make your rocket jump.
  
*No damage will be dealt to the Soldier when rocket jumping if he has the [[Rocket Jumper]] equipped, although he will still receive fall damage. However fall damage can be prevented by using a variation of a pogo jump. This technique involves holding crouch and firing a rocket just below you as you are about to land. This is also a useful technique for a Soldier equipped with Gunboats as the splash damage will often be less than the fall damage they would receive.
+
*No damage will be dealt to the Soldier when rocket jumping if he has the [[Rocket Jumper/fr|Rocket Jumper]] equipped, although he will still receive fall damage. However fall damage can be prevented by using a variation of a pogo jump. This technique involves holding crouch and firing a rocket just below you as you are about to land. This is also a useful technique for a Soldier equipped with Gunboats as the splash damage will often be less than the fall damage they would receive.
  
 
==Sticky jumps==
 
==Sticky jumps==
A sticky jump is any jump assisted by the explosive [[knock back]] of the [[Demoman]]'s own [[Sticky Launcher|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.
+
A sticky jump is any jump assisted by the explosive [[knock back/fr|knock back]] of the [[Demoman/fr|Demoman]]'s own [[Sticky Launcher/fr|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/fr|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.
  
 
===Sticky Jump de base===
 
===Sticky Jump de base===
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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.
 
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 vastly further and higher.  It's best to only attempt this jump while a Medic [[overheal]]s you or [[ÜberCharge]]s you.  In regular games, this is often used to leap across an entire section of the map.
+
*Double sticky jumps begin by setting two stickies on the ground instead of one.  You'll lose vastly more health, but you'll jump vastly further and higher.  It's best to only attempt this jump while a Medic [[overheal/fr|overheal]]s you or [[ÜberCharge/fr|ÜberCharge]]s you.  In regular games, this is often used to leap across an entire section of the map.
  
*Triple sticky jumps use three stickies.  They cannot be done without an overheal, ÜberCharge, or the extra health from an [[Eyelander]].  Because the player will often land with less than twenty health, his destination should either be very high up or have a Health Pack.
+
*Triple sticky jumps use three stickies.  They cannot be done without an overheal, ÜberCharge, or the extra health from an [[Eyelander/fr|Eyelander]].  Because the player will often land with less than twenty health, his destination should either be very high up or have a Health Pack.
  
 
*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.
 
*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.
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*Mid-air pogoing is also possible on a jump map.  You place two stickies below yourself, fire a third 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.
 
*Mid-air pogoing is also possible on a jump map.  You place two stickies below yourself, fire a third 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 when the [[Sticky Jumper]] is equpied, although he will still receive fall damage.
+
*No damage will be dealt to the Demoman when sticky jumping when the [[Sticky Jumper/fr|Sticky Jumper]] is equpied, although he will still receive fall damage.
  
 
==Sentry jumps==
 
==Sentry jumps==
[[File:Sentryjump.png|thumb|A [[RED]] [[Engineer]] sentry-jumping on [[Gravel Pit]].]]
+
[[File:Sentryjump.png|thumb|A [[RED/fr|RED]] [[Engineer/fr|Engineer]] sentry-jumping on [[Gravel Pit/fr|Gravel Pit]].]]
  
A [[Sentry Gun]] jump is any jump assisted by the knock back of Sentry [[projectiles|rockets]] or bullets.  In general, an [[Engineer]] must use the [[Wrangler]] to control his Sentry and fire at himself.  However, in rare cases a Pyro can Sentry jump with reflected Sentry rockets, or enemies can jump and allow the Sentry to push them out of range to safety.
+
A [[Sentry Gun/fr|Sentry Gun]] jump is any jump assisted by the knock back of Sentry [[projectiles/fr|rockets]] or bullets.  In general, an [[Engineer/fr|Engineer]] must use the [[Wrangler/fr|Wrangler]] to control his Sentry and fire at himself.  However, in rare cases a Pyro can Sentry jump with reflected Sentry rockets, or enemies can jump and allow the Sentry to push them out of range to safety.
  
Sentry jumping is often used to reach unusual locations for Sentry nests and [[Teleporters]].
+
Sentry jumping is often used to reach unusual locations for Sentry nests and [[Teleporters/fr|Teleporters]].
  
 
===Sentry Rocket Jump===
 
===Sentry Rocket Jump===
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*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.
 
*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.  The default keys are Spacebar + Ctrl + right-click, then Q, then right click again.  If you want to avoid crouch-jumping, you can cut out that step by standing on your Sentry instead.
+
[[Scripting/fr|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.  The default keys are Spacebar + Ctrl + right-click, then Q, then right click again.  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.
 
Using the hard method, you can rapidly relocate and redeploy your level 3 Sentry in unusual or aggressive locations.
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===Sentry Bullet Jump===
 
===Sentry Bullet Jump===
  
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.
+
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/fr|Gunslinger]]'s [[Mini-Sentry/fr|Mini-Sentry]] is especially useful for bullet jumping.  It deals even less damage and fires faster, giving more [[knock back/fr|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.
 
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.
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==Grenade Jumps==
 
==Grenade Jumps==
Much like rockets, stickies, and other explosives, a [[Demoman]]'s [[grenades|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]].
+
Much like rockets, stickies, and other explosives, a [[Demoman/fr|Demoman]]'s [[Grenade Launcher/fr|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/fr|Chargin' Targe]].
  
 
There are three rules of thumb for executing a good grenade jump.
 
There are three rules of thumb for executing a good grenade jump.
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==Sauts de Pyro==
 
==Sauts de Pyro==
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.
+
The [[Pyro/fr|Pyro]] can take advantage of the knock-back effect of reflected [[Projectiles/fr|Projectiles]].  By aiming the [[Compression Blast/fr|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.
  
 
==Saut à la Citrouille==
 
==Saut à la Citrouille==
Pumpkin jumps use [[pumpkin bomb|Pumpkin Bomb]]s to launch the player into the air.  Because the pumpkin explosion has such a wide blast radius and high damage, here are some rules of thumb for using them:
+
Pumpkin jumps use [[pumpkin bomb/fr|Pumpkin Bomb]]s to launch the player into the air.  Because the pumpkin explosion has such a wide blast radius and high damage, here are some rules of thumb for using them:
  
 
*Lighter classes should stand far away and crouch-jump while shooting the pumpkin.
 
*Lighter classes should stand far away and crouch-jump while shooting the pumpkin.
  
*Heavier classes, including the [[Heavy]], can stand beside the pumpkin and fire for a larger boost.  By standing on the edge of the pumpkin, a Heavy with a revved [[Minigun]] can jump further than a Demoman's sticky jump at the cost of roughly half his health.
+
*Heavier classes, including the [[Heavy/fr|Heavy]], can stand beside the pumpkin and fire for a larger boost.  By standing on the edge of the pumpkin, a Heavy with a revved [[Minigun/fr|Minigun]] can jump further than a Demoman's sticky jump at the cost of roughly half his health.
  
*As a [[Scout]], [[Bonk! Atomic Punch]] can be used to protect the Scout from any damage. Although this requires the pumpkin to be shot by a player of the opposing team.
+
*As a [[Scout/fr|Scout]], [[Bonk! Atomic Punch/fr|Bonk! Atomic Punch]] can be used to protect the Scout from any damage. Although this requires the pumpkin to be shot by a player of the opposing team.
  
 
==saut impossible==
 
==saut impossible==
 
There are certain states a player can be in that prevents them from jumping.  Players cannot jump while:
 
There are certain states a player can be in that prevents them from jumping.  Players cannot jump while:
* Playing [[Sniper]] when:
+
* Playing [[Sniper/fr|Sniper]] when:
** Scoped with the [[Sniper Rifle]] or [[Sydney Sleeper]]
+
** Scoped with the [[Sniper Rifle/fr|Sniper Rifle]] or [[Sydney Sleeper/fr|Sydney Sleeper]]
** An arrow is pulled back with the [[Huntsman]]
+
** An arrow is pulled back with the [[Huntsman/fr|Huntsman]]
* Playing [[Heavy]] with your primary weapon revved.
+
* Playing [[Heavy/fr|Heavy]] with your primary weapon revved.
* While stunned by a [[Sandman]] baseball, by the [[ghost]] on [[Harvest|koth_harvest_event]], or by the [[Horseless Headless Horsemann]] on [[Mann Manor|cp_manor_event]].
+
* While stunned by a [[Sandman/fr|Sandman]] baseball, by the [[ghost/fr|ghost]] on [[Harvest/fr|koth_harvest_event]], or by the [[Horseless Headless Horsemann/fr|Horseless Headless Horsemann]] on [[Mann Manor/fr|cp_manor_event]].
 
* Another player is on their head.
 
* Another player is on their head.
 
* They are in water.
 
* They are in water.
 
* They are in the air (with the only exception being the [[#Double jump|Double jump]] ability).
 
* They are in the air (with the only exception being the [[#Double jump|Double jump]] ability).
  
==Sauts de usebug==
+
==Sauts par usebug==
  
 
These jumps have been patched out of the game, but they once allowed players to perform unusual and unintended behavior.
 
These jumps have been patched out of the game, but they once allowed players to perform unusual and unintended behavior.
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===Needle Boosting===
 
===Needle Boosting===
  
Prior to the [[December 31, 2007 Patch]], Syringe Gun needles pushed friendly players a small amount.  With enough Medics, a player could be launched very high on a wave of needles.
+
Prior to the [[December 31, 2007 Patch/fr|December 31, 2007 Patch]], Syringe Gun needles pushed friendly players a small amount.  With enough Medics, a player could be launched very high on a wave of needles.
  
 
===Bunnyhopping===
 
===Bunnyhopping===
  
Prior to the [[October 31, 2007 Patch]], you could jump repeatedly to preserve forward momentum.  Rocket jumping, airstrafing, and other techniques could be used to increase that momentum, allowing players to move far faster than intended.
+
Prior to the [[October 31, 2007 Patch/fr|October 31, 2007 Patch]], you could jump repeatedly to preserve forward momentum.  Rocket jumping, airstrafing, and other techniques could be used to increase that momentum, allowing players to move far faster than intended.
  
 
==Succès liés==
 
==Succès liés==
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}}
 
}}
  
==External links==
+
==Liens externes==
 
* [http://developer.valvesoftware.com/wiki/Team_Fortress_2_Mapper%27s_Reference Valve Developer Wiki: Team Fortress 2 Mapper's Reference] compares the heights that can be achieved by various jumping methods
 
* [http://developer.valvesoftware.com/wiki/Team_Fortress_2_Mapper%27s_Reference Valve Developer Wiki: Team Fortress 2 Mapper's Reference] compares the heights that can be achieved by various jumping methods
  
 
[[Category:Gameplay]]
 
[[Category:Gameplay]]
 
[[Category:Strategy]]
 
[[Category:Strategy]]

Revision as of 14:21, 6 November 2010


«
Hey, I can see my base from here!
The Scout
»
Scoutjump.png

Sauter, est, comme pour les autres jeux, un mouvement élémentaire dans Team Fortress 2. Sauter vous servira à atteindre des endroits surélevés, à raccourcir votre trajet lorsque vous vous déplacez, ou à esquiver les tirs. Pour sauter, appuyez par défaut sur "A" pour la version Xbox 360, sur "Espace" pour les versions PC et Mac, et sur "Cross" pour la PS3.

Saut accroupi

Le joueur peut s'accroupir à n'importe quel instant lorsqu'il saute. Ses jambes se rapprocheront donc de son corps, ce qui lui permettra d'atteindre des surfaces encore plus hautes, ou de réduire sa hitbox, pour encaisser le moins de tirs ennemis. On ne peut normalement s'accroupir et se redresser que quelques fois en étant en l'air, pour éviter que des changements trop rapides de la taille de la hitbox ne profitent trop au joueur.

Crouch-jumping is also used to boost the effect of explosive knock back. By design, any jump involving an explosive will go further with a crouch-jump than a regular jump.

Sauts du Scout

Whoosh!

The Scout is the only class with an innate jump ability, the double jump. This can be augmented with the Force-A-Nature, creating a triple jump or force jump.

Double Saut

By pressing the jump key a second time after the initial jump, the Scout can perform a second jump in any direction. The extra height and distance this ability grants can be used to access places which other classes cannot.

Triple-Jumping
  • Double jumping disregards air physics, so the Scout can quickly shift from one direction to another by holding the respective directional key as you jump. Use this to dodge enemies during combat or to quickly peek around corners without taking damage.
  • Use double jumping to avoid fall damage. The Scout can fall great distances and avoid taking extra damage by using the second jump just before landing.
  • If your timing is right, you can double jump over enemies' heads. Use this to confuse your foes.
  • Care should be taken when dodging Snipers, as a careless double jump (such as at the peak of the first jump) will leave the Scout falling through the air in a smooth, easily traced path, a prime target for a skilled Sniper.

Triple Saut

With the Force-A-Nature equipped, the Scout can use the recoil from a shot to propel himself even higher into the air while airborne from his second jump for an effective Triple Jump. The third 'jump', produced by the Force-A-Nature shot has more horizontal force and is slightly more difficult to aim and predict than a double-jump. However, the Triple jump allows the Scout to reach all sorts of places even Scattergun equipped Scouts cannot reach by double jumping alone.

Force Jump

Yet another jump, similar to the triple jump, is the Force Jump. By running into a jump and firing a Force-A-Nature shot downwards 'against' your jump, you propel yourself higher than a double jump, but with your second jump still usable. Doing this kills your horizontal momentum in exchange for the height you gain.

Rocket jumps

A rocket jump is any jump assisted by the explosive knock back of the Soldier's own rockets. A player can propel himself great heights and distances, usually at the cost of some health. This technique is often used to reach unusual locations on the map, cover ground quickly, bypass barriers, and surprise foes. To assist with rocket jumps, the Soldier has 40% damage resistance against any rocket he fires that does not damage an enemy. Critical hits do not deal extra self-damage or extra knock back to the Soldier, so they will not propel him further. Any rocket jumping Soldier will display burning, smoky boots until he lands.

Rocket Jump de base

Simultaneously jump and fire a rocket at your feet. The angle of the shot and your distance from the explosion will determine the velocity and height you reach. Crouch-jump just before you fire, and the explosion will launch you significantly further. The sooner you set off the explosion after you jump, the further and faster you'll fly.

Rocket Jump avancé

There are multiple variations on the basic rocket jump. Most are regularly used on jump maps, but they can be used in a normal game to gain great speed or height.

  • Faster rocket jumps can be made off a combination of wall and ground. Aim down at the corner where the wall intersects the ground, crouch-jump and fire. These jumps tend to have a low angle and high velocity, and they often go further than regular jumps.
  • Wall jumps can be made while in the air and against a wall. Continue to hold crouch and fire down below yourself on the wall. The explosion will produce a second jump. Rocket jumps and wall jumps can be chained together to gain great distance or height.
  • Pogo jumps are secondary rocket jumps made against the ground to increase your airtime. You pogo by firing down as you approach the ground, popping you back up in the air and generally gaining even more velocity. This technique is difficult and requires a lot of practice.
  • Double rocket jumps require two rockets to detonate as you jump. This is only possible on jump maps because of the extremely long distances required. If you fire a rocket downwards and fall after it, you will eventually fall faster than your own shot. After landing, you then rocket jump as your first shot strikes you. The combined explosion sends you much further and higher than is otherwise possible.
  • Flicking is rapidly turning around and firing the rocket mostly behind you. This can be combined with any other technique to fine tune the direction and power of a jump. An easier equivalent is to face backwards while you make your rocket jump.
  • No damage will be dealt to the Soldier when rocket jumping if he has the Rocket Jumper equipped, although he will still receive fall damage. However fall damage can be prevented by using a variation of a pogo jump. This technique involves holding crouch and firing a rocket just below you as you are about to land. This is also a useful technique for a Soldier equipped with Gunboats as the splash damage will often be less than the fall damage they would receive.

Sticky jumps

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.

Sticky Jump de base

Place a sticky 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.

Sticky Jumping avancé

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 vastly 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 cannot be done without an overheal, ÜberCharge, or the extra health from an Eyelander. Because the player will often land with less than twenty health, his destination should either be very high up or have a Health Pack.
  • 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 player 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 two stickies below yourself, fire a third 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 when the Sticky Jumper is equpied, although he will still receive fall damage.

Sentry jumps

A Sentry Gun jump is any jump assisted by the knock back of Sentry rockets or bullets. In general, an Engineer must use the Wrangler to control his Sentry and fire at himself. However, in rare cases a Pyro can Sentry jump with reflected Sentry rockets, or enemies can jump and allow the Sentry to push them out of range to safety.

Sentry jumping is often used to reach unusual locations for Sentry nests and Teleporters.

Sentry Rocket Jump

There are two ways to Sentry 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. The default keys are Spacebar + Ctrl + right-click, then Q, then right click again. 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.

Sentry Bullet Jump

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 a player has 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.

Grenade Jumps

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.

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.

Sauts de Pyro

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.

Saut à la Citrouille

Pumpkin jumps use Pumpkin Bombs to launch the player into the air. Because the pumpkin explosion has such a wide blast radius and high damage, here are some rules of thumb for using them:

  • Lighter classes should stand far away and crouch-jump while shooting the pumpkin.
  • Heavier classes, including the Heavy, can stand beside the pumpkin and fire for a larger boost. By standing on the edge of the pumpkin, a Heavy with a revved Minigun can jump further than a Demoman's sticky jump at the cost of roughly half his health.
  • As a Scout, Bonk! Atomic Punch can be used to protect the Scout from any damage. Although this requires the pumpkin to be shot by a player of the opposing team.

saut impossible

There are certain states a player can be in that prevents them from jumping. Players cannot jump while:

Sauts par usebug

These jumps have been patched out of the game, but they once allowed players to perform unusual and unintended behavior.

Needle Boosting

Prior to the December 31, 2007 Patch, Syringe Gun needles pushed friendly players a small amount. With enough Medics, a player could be launched very high on a wave of needles.

Bunnyhopping

Prior to the October 31, 2007 Patch, you could jump repeatedly to preserve forward momentum. Rocket jumping, airstrafing, and other techniques could be used to increase that momentum, allowing players to move far faster than intended.

Succès liés

Scout

Mollets d'acier
Mollets d'acier
Effectuez 1000 double sauts.
Détente mortelle
Détente mortelle
Tuez 20 ennemis en effectuant des doubles sauts.

Soldier

Quand les aigles attaquent
Quand les aigles attaquent
Effectuez le saut propulsé le plus haut possible à partir de la position accroupie.


Gravité fatale
Gravité fatale
Tout en effectuant un saut propulsé, tuez un ennemi à l'aide de l'Equalizer avant de toucher le sol ou juste après.
Épée de Damoclès
Épée de Damoclès
Effectuez un saut propulsé et tuez 2 ennemis avant de toucher de nouveau le sol.

Pyro

Lampe témoin
Lampe témoin
Incendiez un Soldier en train de faire un saut propulsé.

Demoman

Bottes de sept lieues
Bottes de sept lieues
Effectuez un saut explosif sur une très longue distance.


Dans le mille
Dans le mille
Atteignez un point de capture en effectuant un saut explosif, puis capturez-le.
Double scotch
Double scotch
Tuez 2 personnes en un seul saut explosif.


Saut à l'écossaise
Saut à l'écossaise
Tuez un ennemi au corps à corps tout en réalisant un saut explosif.

Sniper

Mort dans les airs
Mort dans les airs
Tuez un ennemi en train de faire un saut propulsé à l'aide de votre fusil de Sniper ou du Huntsman.

Liens externes