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Old 03-10-2012, 10:59 PM   #76
alpha00zero
 
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Bumping it!
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Old 03-10-2012, 11:01 PM   #77
McNasty Filth
 
 
 
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I approve of this notion.
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Old 03-11-2012, 03:04 AM   #78
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Quote:
Originally Posted by MajinKonata View Post
Seriously? If we use a normal launcher, we'll hardly be able to rocket jump unless there's more health. Why use it when there's a more fun and easier option?
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Originally Posted by DJohns View Post
TL;DR No fun allowed
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Originally Posted by Deep2 View Post
By the time I shoot my third rocket after skipping across the ground at 200 mph I'll be dead with the normal launcher.
If you use normal RL, you can jump on someone and melee him to death, then use the rocket launcher to kill rest of the enemies.

If you use rocket jumper, you jump on someone and die.


Yeah, dying is fun, use the jumper. But then again we are talking about the same players who go nobrain about hats and so no wonder they find dying fun.
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Old 03-11-2012, 03:46 AM   #79
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Originally Posted by HunkySquirrel View Post
If you use normal RL, you can jump on someone and melee him to death, then use the rocket launcher to kill rest of the enemies.

If you use rocket jumper, you jump on someone and die.


Yeah, dying is fun, use the jumper. But then again we are talking about the same players who go nobrain about hats and so no wonder they find dying fun.
That only applies to bad trolldiers. I am, and not trying to brag here - I genuinly believe it - one of the best trolldiers in the game. I have so many market gardener and mantread kills that it's ridiculous, and there's simply nothing more fun than making a triple walljump, fly towards a charged medic with the speed of lightning and see him sh*t his pants in fear while he backs away, only for me to smack his head in, taunt and then get gibbed by his teammates. Mantreads and Market Gardener kills and general trolldiering = hilarious, but it can be hard to get sometimes because of the damage vulnerabilities. I can even see roaming soldiers who are very good at rocketjumping in comp use this loadout for picking off a charged medic instead of just making him pop prematurely. The vulnerabilities simply doesn't make any kind of sense in any kind of way, especially not since the Sticlky Jumper got buffed. Soldiers just want the same treatment.
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Old 03-11-2012, 07:20 AM   #80
chappa'ai
 
 
 
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With the sticky jumper, I can teleport across the 2fort battlements and kill snipers with my zatochi

With the rocket jumper, I can't.

With the sicky jumper, I can skillfully jump in circles around the enemy team and evade their attacks, occupying their attention while they get killed by a team mate

With the rocket jumper, I can do that, but much less effectively. And I'll die
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Old 03-11-2012, 07:23 AM   #81
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A new balance rocket jumper would make the freaking mantread and market gardener useful
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Old 03-11-2012, 08:30 AM   #82
chappa'ai
 
 
 
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SJ is a separate weapon in its own right. A tactile weapon. Like gunboats. They don't do anything on their own, but are used well with other things.

SJ and RJ need to be added to drop list. Period. And all crafted versions turn vintage

(owns crafted SJ and RJ)
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Old 03-11-2012, 08:44 AM   #83
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/Signed

Also, while we're at it, can we have a medigun that allows you to be dragged along with Soldiers/Demomen please?
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Old 03-11-2012, 08:53 AM   #84
chappa'ai
 
 
 
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Originally Posted by The Medic View Post
/Signed

Also, while we're at it, can we have a medigun that allows you to be dragged along with Soldiers/Demomen please?
Quick fix.
Instantly useful!
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Old 03-11-2012, 09:08 AM   #85
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I had e-mailed Valve 'bout this problem an hour ago, and now i'm seeing this thread. Definitely /signed.
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Old 03-11-2012, 09:08 AM   #86
alpha00zero
 
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Originally Posted by chappa'ai View Post
With the sticky jumper, I can teleport across the 2fort battlements and kill snipers with my zatochi

2fort... I will not say anything about that except that it isn't the best place to practice rocket jumping. It's not open enough. I feel all squeezed in that map.

With the rocket jumper, I can't.

You know... practice is key to good rocket jumping. And you have to be creative. Have you tried walljumping on the side grid or the walls on the upper battlements?
Creativity is a great thing and this weapon gives you a lot more options for it!


With the sicky jumper, I can skillfully jump in circles around the enemy team and evade their attacks, occupying their attention while they get killed by a team mate

I do the same with the RJ, especially when there's walls around them. If it's open, I'll just try to make the most long distance jumps in triangles. Or come and go.

With the rocket jumper, I can do that, but much less effectively. And I'll die

You will die too with the SJ. A lot less but you will. With the RJ, I learned what, when and where to strike. Having around 100 HP has a Soldier is real downside but allows you to become the best class in terms of mobility and survival.
-Mobility because you can strafe more easily and you know where your rockets will land. With the SJ, you will either stop, place and fly away or try to predict your landing and (1) land too far (2) land on it and lose momentum by flying vertically (3) fly backwards (4) actually fly forward. Go watch rocket jumping pros and you will see what I'm talking about. Scouts look like Heavies compared to good rocket jumpers.
-Survival because, compared to the SJ, the RJ can make you land softly on the ground by shooting a rocket at your feet. This simple technique cannot be performed with the SJ or any RL and will save your butt when you just jumped with 10HP. And there is no waiting the rocket to arm since you shoot at feet, get flight. You could get killed while putting your projectile ready. Or pulling out the RJ (happens to me).
And it's always good to put yourself a challenge from time to time. I find the SJ is amazing, cannot deny it, but boring compared to what the RJ can do.
Answers in green.


Quote:
Originally Posted by The Medic View Post
Also, while we're at it, can we have a medigun that allows you to be dragged along with Soldiers/Demomen please?
That would be amazing. There is a mod that allows Medic to get pulled in the air while a Soldier or Demo take flight. I hope the new Anti-Death Ray will have this option. Or that could be added to the Quick-Fix!

Quote:
Originally Posted by hawk18727 View Post
I had e-mailed Valve 'bout this problem an hour ago, and now i'm seeing this thread. Definitely /signed.
I did a while back and never got an answer. Hope you get better luck than me.

Last edited by alpha00zero: 03-11-2012 at 09:12 AM.
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Old 03-11-2012, 09:10 AM   #87
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/signed
DO IT DOC DO IT
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Old 03-11-2012, 09:12 AM   #88
The Medic
 
 
 
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Quote:
Originally Posted by chappa'ai View Post
Quick fix.
Instantly useful!
*facepalms*

No.
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Old 03-11-2012, 09:12 AM   #89
chappa'ai
 
 
 
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Quote:
Originally Posted by alpha00zero View Post
Answers in green.




I did a while back and never got an answer. Hope you get better luck than me.
Right.. SJ has 8 ammo loaded, while RJ has only 4. Ergo, jumping is much easier with the SJ.

On 2fort, There is no way to get to the other side in less then a second with the RJ. Easier to get killed with the RJ.

That, and I can jump with stickies more skillfully then with rockets.
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Old 03-11-2012, 09:20 AM   #90
alpha00zero
 
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Originally Posted by chappa'ai View Post
That, and I can jump with stickies more skillfully then with rockets.
I never really felt skillful by jumping with the SJ but that's your opinion and I respect it.

I just find the RJ takes more time to learn and is far more interesting than his counterpart.

You got to agree that the RJ should have been fixed long ago and this is just plain ridiculous laziness from the TF2 Team.

FIX OUR JUMPER!
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