1:10 The vertical offset is actually still relative to your viewpoint, but changes from -3 to +8 when you crouch. Gives the downward path that you mentioned.
Your channel just got to be one of the best in terms of explanation of the game jump basis. Jump apex playthrough was so clear. Maybe one day I will try this map and I will remember your videos, no doubt.
for the longest time i had no idea the original even existed and i didnt realize there was any difference between it and stock so i learned how to jump with stock. now i feel like when i use the original i hit more rockets and its easier to damage people with splash but i cannot jump for shit with it. im so conflicted on which one to commit to because i see so many high level players using the original and i know that it's more consistent. pain
No ,explosive knockback is percentage based so since Soldier have a 40% damage resistance to it's own explosive ,he only get 60% of the knockback an enemy would get ,and the thing is all explosive give the same knockback ,so why are Sticky sending farther than rocket ? It's because Demo damage resistance to it's own explosive is only 20% ,not 40% so he take 80% of the knockback an enemy would take. That's also why Crits just send the enemy flying since it's 300% of the damage. Rocket/Sticky (On enemy and Maximum Fall-off) = 52.8% Rocket Jump = 60% Sticky Jump = 80% Rocket/Sticky (On enemy) = 100% Sync (Double)/Sticky (On enemy and Maximum Ramp-up) = 120% Rocket (On enemy and Maximum Ramp-up) = 125% 2-Sticky Jump = 160% Sync (Triple) = 180% Sync (Double) (On enemy) /2-Sticky (On Enemy) = 200% Sync (Quad) = 240% Sync (Quint) = 300% Crits (On enemy) = 300% Sync (Triple) (On enemy) /3-Sticky (On Enemy) = 300% Sync (Triple) (On enemy) (Maximum Ramp-Up) = 360% For all the (On enemy) thing on Heavy ,you have to reduce the percentage by half since he has a natural knockback resistance (He only take half the knockback except for Sentry bullet)
Idea for the next video, weapon for demoman jump on jump maps, how loose canon and trimping, and ullapol caber. Other idea is the jump with bounce+bhop
Is there any way to change the rocket jumpers rocket angle to the originals angle? I heard someone say there is a config to do so but i havnt been able ti find anything. Thought you would br the guy to ask. Thanks :)
forgot to mention that using mangler immediately makes you 10x cooler and better and gets you instant wrs
1:10 The vertical offset is actually still relative to your viewpoint, but changes from -3 to +8 when you crouch. Gives the downward path that you mentioned.
Your channel just got to be one of the best in terms of explanation of the game jump basis. Jump apex playthrough was so clear. Maybe one day I will try this map and I will remember your videos, no doubt.
most underrated tf2 channel
for the longest time i had no idea the original even existed and i didnt realize there was any difference between it and stock so i learned how to jump with stock. now i feel like when i use the original i hit more rockets and its easier to damage people with splash but i cannot jump for shit with it. im so conflicted on which one to commit to because i see so many high level players using the original and i know that it's more consistent. pain
He’s back
I need a vid on stock pogoing so badly I’m stuck on hard pogo
th-cam.com/video/tV9-CURM25M/w-d-xo.html
this is the only decent one out right now i think
underrated channel :)
I had no idea the cowmangler had a slightly different trajectory from stock.
5:47 you can say that for all original jumps LOL
i would use the original if i had it as strange but the price is like +100$ so i just stick with the stock rocket launcher
Isn't the blast force on the liberty launcher reduced because of the reduced damage?
No ,explosive knockback is percentage based so since Soldier have a 40% damage resistance to it's own explosive ,he only get 60% of the knockback an enemy would get ,and the thing is all explosive give the same knockback ,so why are Sticky sending farther than rocket ? It's because Demo damage resistance to it's own explosive is only 20% ,not 40% so he take 80% of the knockback an enemy would take.
That's also why Crits just send the enemy flying since it's 300% of the damage.
Rocket/Sticky (On enemy and Maximum Fall-off) = 52.8%
Rocket Jump = 60%
Sticky Jump = 80%
Rocket/Sticky (On enemy) = 100%
Sync (Double)/Sticky (On enemy and Maximum Ramp-up) = 120%
Rocket (On enemy and Maximum Ramp-up) = 125%
2-Sticky Jump = 160%
Sync (Triple) = 180%
Sync (Double) (On enemy) /2-Sticky (On Enemy) = 200%
Sync (Quad) = 240%
Sync (Quint) = 300%
Crits (On enemy) = 300%
Sync (Triple) (On enemy) /3-Sticky (On Enemy) = 300%
Sync (Triple) (On enemy) (Maximum Ramp-Up) = 360%
For all the (On enemy) thing on Heavy ,you have to reduce the percentage by half since he has a natural knockback resistance (He only take half the knockback except for Sentry bullet)
Idea for the next video, weapon for demoman jump on jump maps, how loose canon and trimping, and ullapol caber.
Other idea is the jump with bounce+bhop
Any advice on swapping from original to stock RL? Feels impossible to get any strong jumps with
Is there any way to change the rocket jumpers rocket angle to the originals angle? I heard someone say there is a config to do so but i havnt been able ti find anything. Thought you would br the guy to ask. Thanks :)
Oh, I wish it were true... But if you're using the rocket jumper, you have to live with that 12 hammer unit offset
Thanks really helpful
How do so many people even know what knightmare is? lol.
Plz make hard walls
You are so underrated
I dlnt understand simple math but i understand this hmmmm
what IP 😥