It really isn't a flaw in the engine. it does exactly what it was coded to. More of an unintended feature, which then became intentional since Quake 3. The physics based code and crisp air and ground acceleration that makes idTech games feel so fluid is also what allows the strafejumping. There are ways to nerf it without spoiling the feel too badly, Call of Duty's method of putting a window after landing where your next jump will be slowed being the most effective, but that's no fun :)
i was trained to strafejump doing this : change direction with mouse and keyboard in the middle of the jump, at the higher point of the jump you do that at the end of the jump, when u bounce so whats the best of the 2 ?
its 2018, 9 years later, and I was just sent here to learn. WELL DONE
I watched this vid when it was brand new. Sometimes I come back just to watch it for the feels. Still relevant.
I was wondering how the heck all of those players were jumping around so fast.
Thanks!
Ahh the memories
2009... still a classic how to.
It really isn't a flaw in the engine. it does exactly what it was coded to. More of an unintended feature, which then became intentional since Quake 3. The physics based code and crisp air and ground acceleration that makes idTech games feel so fluid is also what allows the strafejumping. There are ways to nerf it without spoiling the feel too badly, Call of Duty's method of putting a window after landing where your next jump will be slowed being the most effective, but that's no fun :)
i was trained to strafejump doing this :
change direction with mouse and keyboard in the middle of the jump, at the higher point of the jump
you do that at the end of the jump, when u bounce
so whats the best of the 2 ?
Any maps in jk2 there's good for strafe jump training like this one?
nice tutorial
nice one
this is how those bastards catch me!
awesome
Kane points out and exact point this map is ez
can u send me jk3 muktplayer?
a rodian with a lightsaber lol
Bro... It ain't strafe jumping if you're using speed force.