Super Jump

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Super AWESOME
took Jump. an power,
I It's doodz!

:)

Seriously: wow. I still like Super Speed for the stealth component, but SJ
is a blast.

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Shenanigunner wrote:
> Super AWESOME
> took Jump. an power,
> I It's doodz!
>
> :)
>
> Seriously: wow. I still like Super Speed for the stealth component,
but SJ
> is a blast.

I've tried all of the travel powers, and the only one I like is Flight.
* Jumping gives me a headache.
* Speed is too fast for my system. Everything.... grinds.... down....
to.... snapshot.... mode.
* Teleport is too endurance heavy, plus you really need more Hover than
it comes with.

All future characters of mine will take Flight, even Tankers and
Scrappers. Of course, I still might create characters with more than
one travel power.

YMMV
 
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Shenanigunner <shenanigunner@NOdgathSPAM.kom> looked up from reading the
entrails of the porn spammer to utter "The Augury is good, the signs
say:

> Super AWESOME
> took Jump. an power,
>I It's doodz!
>
>:)
>
>Seriously: wow. I still like Super Speed for the stealth component, but SJ
>is a blast.

I've always said that SJ is the most fun of all the travel powers.

Flight gets you there, but the speed cap is so low it's always kind of
boring - great scenery though.

SS, super fast, but causes lag through more updates.

SJ - some of the scenery of flight, a good chunk of the speed of SS, and
it's an active power.
By active I mean you're always thinking about where to leap to and where
to land, as opposed to both flight and SS which are mostly aim-and-go
powers.

Doesn't hurt that bounding from rooftop to rooftop feels "super" too.

Xocyll
--
I don't particularly want you to FOAD, myself. You'll be more of
a cautionary example if you'll FO And Get Chronically, Incurably,
Painfully, Progressively, Expensively, Debilitatingly Ill. So
FOAGCIPPEDI. -- Mike Andrews responding to an idiot in asr
 

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"Shenanigunner" <shenanigunner@NOdgathSPAM.kom> wrote in

[snip]

> Seriously: wow. I still like Super Speed for the stealth component, but SJ
> is a blast.

SJ was my first travel power, and I'm not sure my opinions mean much since I
havn't gotten another character up to the "travel power" level yet.

Still, almost all of them are held by my SG, and I see problems with some.

Recently we took a few stabs at the TV trail, and when our TP Other member
quit for the night, getting our Super Speed members to the reactor door in
that zone became almost impossible. One made it, but the other just
couldn't get there, he couldn't stay on the pipes or find the exact location
to jump over certain obstacles. Nice power, but there are some zones where
its lack of a vertical component is a major handicap, and TV is one of them.

TP is VERY nice, but I've heard it can be tactically difficult, and we often
have to wait for our TP'er to rest up after a long cross-zone sprint or two.

Flight is good, but I feel about it like I do the difference between
Automatic and Manual transmissions... Flight you just point and go, and
very little can interfere with you if you're high enough. SJ can be faster,
and I enjoy the skill it requires to hit all the appropriate rooftops and
not get caught in cables or supports when dealing with some structures like
bridges.

Still... As a INV/SS, and lacking ranged attacks, I do have a hard time
dealing with flying opponents sometimes. I can jump up to them and smack
them around a bit, but it's very slow.

I have a Dark/Dark defender, and I want to make her a TP'er... I really wish
they'd give us some control over the effects though... That bright flash of
light just doesn't fit her. I'd like a black cloud type of thing, like
"Cloak" of "Cloak and Dagger" fame.

FirePlug
 
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Xocyll <Xocyll@kingston.net> wrote:
> Doesn't hurt that bounding from rooftop to rooftop feels "super" too.

Not in the least. It took me about one pass through Skyway to start
aiming for rooftops, to get over walls and avoid getting trapped in the
crevices. I ended up circling the city a couple of times just for fun.

I may have to take the Stealth pool to make up for the lack of
stealthiness, which comes natural with Speed. But SJ is a ton of fun.

Does it need anything but one jump enhancer? I wasn't seeing any notable
End hit, and can't imagine that jump boosting is of much use.

Any better binds than these?

/bind j "powexectoggleon Super Jump$$++autorun$$+up"
....to start the big bounce forward and continue automatically

Then SPACE cancels jumping and R (bound to speed+autorun) cancels
forward. Seems like there must be a more efficient combination...

--
-= Victory Server =-
-= Shenanigunner: Level 38 Natural Tanker, Fire/SS, M =-
-= Sgt Glory B: Level 29 Tech Blaster, Electric/Energy, F =-
-= RorShok: Level 14 Natural Scrapper, MA/SR, M =-
-= Always looking for reliable teammates - look me up! =-
-= See you on HEROICA! - http://www.dgath.com/coh/ =-
-= The Keybind & Macro Guide is now available! =-
 
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On Wed, 20 Apr 2005 16:14:15 -0000, Shenanigunner
<shenanigunner@NOdgathSPAM.kom> wrote:

>Does it need anything but one jump enhancer? I wasn't seeing any notable
>End hit, and can't imagine that jump boosting is of much use.

Just my observations, but I could be wrong, SJ "feels" faster with
jump enhancements. Combined with Hurdle, you get more height and,
thus, a longer arc. I'm not sure, but it seems to me that if you
travel at the same speed, between two arcs, the longer one will
actually have a faster horizontal speed, even if only a little.

--
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"Ingot" <cleahy@spamstinks.iglou.com> wrote:
> SJ was my first travel power, and I'm not sure my opinions mean much
> since I havn't gotten another character up to the "travel power" level
> yet.
>
> Still, almost all of them are held by my SG, and I see problems with
> some.

Well, Flight is the only one I haven't messed with. Shen has both TP and
SS; Glory is staying with SS. I don't care for TP as a travel power,
although I use it to jet across rough zones. TP Foe and Recall are what
make that set work best. I'll need to take Stealth for RorShok, because I
really like to be able to explore mission maps without being hassled; then
I have the choice of just clearing the objectives or clearing the whole
map. (VERY nice to have the objectives cleared and that "exit mission"
safety net when you go a-hunting the remaining tough guys.)

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-= Victory Server =-
-= Shenanigunner: Level 38 Natural Tanker, Fire/SS, M =-
-= Sgt Glory B: Level 29 Tech Blaster, Electric/Energy, F =-
-= RorShok: Level 15 Natural Scrapper, MA/SR, M =-
-= Always looking for reliable teammates - look me up! =-
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On Wed, 20 Apr 2005 16:14:15 -0000, Shenanigunner
<shenanigunner@NOdgathSPAM.kom> wrote:

> Xocyll <Xocyll@kingston.net> wrote:

> > Doesn't hurt that bounding from rooftop to rooftop feels "super"
> > too.

> Not in the least. It took me about one pass through Skyway to start
> aiming for rooftops, to get over walls and avoid getting trapped in
> the crevices. I ended up circling the city a couple of times just
> for fun.

Sometimes when I'm super-jumping from rooftop to rooftop, I find
myself humming the theme from the animated version of "The Tick". Dum
dwee, do do do dwee dah! :)

> I may have to take the Stealth pool to make up for the lack of
> stealthiness, which comes natural with Speed. But SJ is a ton of
> fun.

Yeah. I tend to prefer flight for the additional mobility even at the
expense of speed, but for characters that need Acrobatics (like my
Tank) it works really well.

> Does it need anything but one jump enhancer? I wasn't seeing any notable
> End hit, and can't imagine that jump boosting is of much use.

It might if you wanted to hit the jump cap, but it's really not all
that important.

> Any better binds than these?
>
> /bind j "powexectoggleon Super Jump$$++autorun$$+up"
> ...to start the big bounce forward and continue automatically

> Then SPACE cancels jumping and R (bound to speed+autorun) cancels
> forward. Seems like there must be a more efficient combination...

I use control-J for that (actually, I just have it bound to do the
jumping only, I have to activate autorun separately, because I
couldn't figure out how to make it run at the same time; I need to
replace it with yours when I get home). I have 'j' set up to toggle
between SJ and combat jumping, using the "rotating keybind file"
method. i.e. two files with contents as follows:

superjump.txt:
/bind j "powexectoggleon Super Jump$$bindloadfile combatjump.txt

combatjump.txt:
/bind j "powexectoggleon Combat Jumping$$bindloadfile superjump.txt

The only downside being that I have to hit 'j' twice to return to CJ
mode from superjump-run. I should probably add a $$bindloadfile
combatjump.txt to the end of that superjump-autorun toggle.

--
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Robotech_Master |
robotech@eyrie.org | Earn a free iPod and a free Mac Mini!
| http://www.terrania.us/conga.html
 
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Robotech_Master <robotech@eyrie.org> wrote:
> Sometimes when I'm super-jumping from rooftop to rooftop, I find
> myself humming the theme from the animated version of "The Tick". Dum
> dwee, do do do dwee dah! :)

Tom Petty. "Free Fallin'." :)

> The only downside being that I have to hit 'j' twice to return to CJ
> mode from superjump-run. I should probably add a $$bindloadfile
> combatjump.txt to the end of that superjump-autorun toggle.

I'm not clear on the need to switch - from travel boing-boing to the lesser
jump for combat, mit der Def slotting? Okay, that makes sense.

--
-= Victory Server =-
-= Shenanigunner: Level 38 Natural Tanker, Fire/SS, M =-
-= Sgt Glory B: Level 29 Tech Blaster, Electric/Energy, F =-
-= RorShok: Level 14 Natural Scrapper, MA/SR, M =-
-= Always looking for reliable teammates - look me up! =-
-= See you on HEROICA! - http://www.dgath.com/coh/ =-
-= The Keybind & Macro Guide is now available! =-
 
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On Wed, 20 Apr 2005 16:31:59 -0000, Shenanigunner <shenanigunner@NOdgathSPAM.kom> wrote:

> I'm not clear on the need to switch - from travel boing-boing to
> the lesser jump for combat, mit der Def slotting? Okay, that makes
> sense.

I'm in combat, with CJ on, with its defense bonus.

I see a mob on a balcony two levels up. Can't make it with CJ, don't
want to bother with the stairs.

Hit J. Super Jump engaged. Up I go!

I land, toggle back to CJ for the defense bonus and lower End use
(when I fight a few battles without remembering to switch back into
CJ, I really notice the difference in my End bar!). Fight fight
fight!

Alternately, sometimes when I'm travelling via SJ, I might need the
finer level of control offered by CJ lest I overshoot. (Getting onto
the boardwalk where the last contact is in Striga is an absolute pain
with SJ, for instance.)

--
Chris Meadows aka | Homepage: http://www.terrania.us
Robotech_Master |
robotech@eyrie.org | Earn a free iPod and a free Mac Mini!
| http://www.terrania.us/conga.html
 
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Robotech_Master <robotech@eyrie.org> wrote:
> superjump.txt:
> /bind j "powexectoggleon Super Jump$$bindloadfile combatjump.txt
>
> combatjump.txt:
> /bind j "powexectoggleon Combat Jumping$$bindloadfile superjump.txt

I thought there had to be an easier way. Here's my jump toggles:

J "powexectoggleon Super Jump$$+autorun$$+up"
CTRL+J "powexec_name Combat Jumping$$powexec_name Super Jump"

J sends me into forward auto-jump.

Ctrl-J turns on SJ if neither are on, toggles between them otherwise.

I think I'll write a K bind that kills both autorun and up. Cleaner than
whacking Space and R.

--
-= Victory Server =-
-= Shenanigunner: Level 38 Natural Tanker, Fire/SS, M =-
-= Sgt Glory B: Level 29 Tech Blaster, Electric/Energy, F =-
-= RorShok: Level 14 Natural Scrapper, MA/SR, M =-
-= Always looking for reliable teammates - look me up! =-
-= See you on HEROICA! - http://www.dgath.com/coh/ =-
-= The Keybind & Macro Guide is now available! =-
 
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Shenanigunner <shenanigunner@NOdgathSPAM.kom> wrote:
> CTRL+J "powexec_name Combat Jumping$$powexec_name Super Jump"
> Ctrl-J turns on SJ if neither are on, toggles between them otherwise.

....and you could reverse the order if you want CJ to come on first.

--
-= Victory Server =-
-= Shenanigunner: Level 38 Natural Tanker, Fire/SS, M =-
-= Sgt Glory B: Level 29 Tech Blaster, Electric/Energy, F =-
-= RorShok: Level 14 Natural Scrapper, MA/SR, M =-
-= Always looking for reliable teammates - look me up! =-
-= See you on HEROICA! - http://www.dgath.com/coh/ =-
-= The Keybind & Macro Guide is now available! =-
 
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Dark Tyger <darktiger@somewhere.net> wrote:
>> Does it need anything but one jump enhancer? I wasn't seeing any
>> notable End hit, and can't imagine that jump boosting is of much use.

> Just my observations, but I could be wrong, SJ "feels" faster with
> jump enhancements. Combined with Hurdle, you get more height and,
> thus, a longer arc. I'm not sure, but it seems to me that if you
> travel at the same speed, between two arcs, the longer one will
> actually have a faster horizontal speed, even if only a little.

I'm very used to the speed of Super Speed, and I'm entirely happy with
the travel power of SJ - with one Jump DO in it and Hurdle. I don't
think it's worth any further slotting; SOs will tweak it up a little and
that's plenty for me.

Heh, that jumping straight up like a rocket is *fun*. Mostly useless,
but fun.

--
-= Victory Server =-
-= Shenanigunner: Level 38 Natural Tanker, Fire/SS, M =-
-= Sgt Glory B: Level 29 Tech Blaster, Electric/Energy, F =-
-= RorShok: Level 14 Natural Scrapper, MA/SR, M =-
-= Always looking for reliable teammates - look me up! =-
-= See you on HEROICA! - http://www.dgath.com/coh/ =-
-= The Keybind & Macro Guide is now available! =-
 
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Shenanigunner <shenanigunner@NOdgathSPAM.kom> looked up from reading the
entrails of the porn spammer to utter "The Augury is good, the signs
say:

>Xocyll <Xocyll@kingston.net> wrote:
>> Doesn't hurt that bounding from rooftop to rooftop feels "super" too.
>
>Not in the least. It took me about one pass through Skyway to start
>aiming for rooftops, to get over walls and avoid getting trapped in the
>crevices. I ended up circling the city a couple of times just for fun.
>
>I may have to take the Stealth pool to make up for the lack of
>stealthiness, which comes natural with Speed. But SJ is a ton of fun.
>
>Does it need anything but one jump enhancer? I wasn't seeing any notable
>End hit, and can't imagine that jump boosting is of much use.
>
>Any better binds than these?
>
>/bind j "powexectoggleon Super Jump$$++autorun$$+up"
>...to start the big bounce forward and continue automatically

Personally i think i'd use
/bind j "powexec_name Super Jump$$++autorun$$++up"

I think that will toggle on/off cleanly as long as SJ is off to start.
I never used an auto-jump when I was playing a leaper.

Just tested it on Magmoid - works perfectly.

Xocyll
--
I don't particularly want you to FOAD, myself. You'll be more of
a cautionary example if you'll FO And Get Chronically, Incurably,
Painfully, Progressively, Expensively, Debilitatingly Ill. So
FOAGCIPPEDI. -- Mike Andrews responding to an idiot in asr
 
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On Wed, 20 Apr 2005 05:40:54 -0000, Shenanigunner
<shenanigunner@NOdgathSPAM.kom> wrote:

> Super AWESOME
> took Jump. an power,
> I It's doodz!
>
> :)
>
> Seriously: wow. I still like Super Speed for the stealth component, but
> SJ is a blast.

I like to think of SJ as the travel power for your second character. You
really ought to know where you are going with this one, the layout of the
zones and where the nasties hang out. Either that or have good status
protection. -_-*

But yeah, it's fun. A kinetic defender can seduce a generation of newbies
into SJ by hanging out at Atlas autofiring Inertia Reduction. ^_^

--
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good sign." -G
 
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On Wed, 20 Apr 2005 17:32:39 -0000, Shenanigunner
<shenanigunner@NOdgathSPAM.kom> wrote:

>Dark Tyger <darktiger@somewhere.net> wrote:
>>> Does it need anything but one jump enhancer? I wasn't seeing any
>>> notable End hit, and can't imagine that jump boosting is of much use.
>
>> Just my observations, but I could be wrong, SJ "feels" faster with
>> jump enhancements. Combined with Hurdle, you get more height and,
>> thus, a longer arc. I'm not sure, but it seems to me that if you
>> travel at the same speed, between two arcs, the longer one will
>> actually have a faster horizontal speed, even if only a little.

In general, I find that the higher the jump, the faster you cover ground
horizontally as well.

>I'm very used to the speed of Super Speed, and I'm entirely happy with
>the travel power of SJ - with one Jump DO in it and Hurdle. I don't
>think it's worth any further slotting; SOs will tweak it up a little and
>that's plenty for me.
>
>Heh, that jumping straight up like a rocket is *fun*. Mostly useless,
>but fun.

I find it pretty good for spotting groups on some of the instanced maps.
If you're trying to find the boss group, or avoid triggering enemies
accidentally(War Walls mission, anyone?), aerial surveillance can save
you some time.
 
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On Wed, 20 Apr 2005 16:14:15 -0000, Shenanigunner
<shenanigunner@NOdgathSPAM.kom> scribed into the ether:


>Does it need anything but one jump enhancer? I wasn't seeing any notable
>End hit, and can't imagine that jump boosting is of much use.

For traveling, the endurance cost is nonexistant. But be sure to swap in
Combat Jumping when you actually need your endurance again, because it is a
pretty notable drain when fighting.

A single Jump is all it takes. Multiple slots is exceedingly wasteful. If
you want to jump further, just be sure to take Hurdle in Fitness, it has a
profound effect on your travel speed with Super Jump (and does pretty
miraculous things to Combat Jumping too, come to that).
 
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On Wed, 20 Apr 2005 16:31:59 -0000, Shenanigunner
<shenanigunner@NOdgathSPAM.kom> scribed into the ether:

>Robotech_Master <robotech@eyrie.org> wrote:

>> The only downside being that I have to hit 'j' twice to return to CJ
>> mode from superjump-run. I should probably add a $$bindloadfile
>> combatjump.txt to the end of that superjump-autorun toggle.
>
>I'm not clear on the need to switch - from travel boing-boing to the lesser
>jump for combat, mit der Def slotting? Okay, that makes sense.

Combat Jumping gives a small but noticeable and noteworthy defense bonus.
It also makes you practically immune to immobilize. I have never once been
immobilized with CJ running. CJ also gives tremendous tactical flexibility,
which SJ is just overkill for.

CJ is also, by *far*, the least endurance intensive toggle in the game,
where the drain from Super Jump is pretty bad while fighting.
 
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Matt Frisch <matuse73@yahoo.spam.me.not.com> wrote:
> Combat Jumping gives a small but noticeable and noteworthy defense
> bonus. It also makes you practically immune to immobilize. I have
> never once been immobilized with CJ running. CJ also gives tremendous
> tactical flexibility, which SJ is just overkill for.
>
> CJ is also, by *far*, the least endurance intensive toggle in the
> game, where the drain from Super Jump is pretty bad while fighting.

I find both useful - X and I chatted about this at length last night, and
while I'm not 100% clear on the relative values of def and drain, I know
that CJ helps my def noticeably in combat, and (with Hurdle) means I can
get up and around most obstacles, including the various ledges in indoor
missions. And, as you point out, the drain is negligible. I have a jump
enhancer in both CJ and SJ and don't see any need to slot either with
anything more.

X's SJ toggle bind is good if you only have or want to use SJ; I prefer
my two-key combo to switch from SJ travel to CJ. That big BOING into a
mob with an instant SJ cancel and switch to CJ is nifty.

--
-= Victory Server =-
-= Shenanigunner: Level 38 Natural Tanker, Fire/SS, M =-
-= Sgt Glory B: Level 29 Tech Blaster, Electric/Energy, F =-
-= RorShok: Level 16 Natural Scrapper, MA/SR, M =-
-= Always looking for reliable teammates - look me up! =-
-= See you on HEROICA! - http://www.dgath.com/coh/ =-
-= The Keybind & Macro Guide is now available! =-
 
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Matt Frisch <matuse73@yahoo.spam.me.not.com> wrote:
> For traveling, the endurance cost is nonexistant. But be sure to swap
> in Combat Jumping when you actually need your endurance again, because
> it is a pretty notable drain when fighting.

Yep, figured that all out. My dual bind (which may have scrolled off some
servers by now) is on HEROICA! I'm going to add X's single-key bind to the
list as well.

--
-= Victory Server =-
-= Shenanigunner: Level 38 Natural Tanker, Fire/SS, M =-
-= Sgt Glory B: Level 29 Tech Blaster, Electric/Energy, F =-
-= RorShok: Level 16 Natural Scrapper, MA/SR, M =-
-= Always looking for reliable teammates - look me up! =-
-= See you on HEROICA! - http://www.dgath.com/coh/ =-
-= The Keybind & Macro Guide is now available! =-
 
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On Fri, 22 Apr 2005 16:47:10 -0000, Shenanigunner
<shenanigunner@NOdgathSPAM.kom> scribed into the ether:

>Matt Frisch <matuse73@yahoo.spam.me.not.com> wrote:
>> Combat Jumping gives a small but noticeable and noteworthy defense
>> bonus. It also makes you practically immune to immobilize. I have
>> never once been immobilized with CJ running. CJ also gives tremendous
>> tactical flexibility, which SJ is just overkill for.
>>
>> CJ is also, by *far*, the least endurance intensive toggle in the
>> game, where the drain from Super Jump is pretty bad while fighting.
>
>I find both useful - X and I chatted about this at length last night, and
>while I'm not 100% clear on the relative values of def and drain, I know
>that CJ helps my def noticeably in combat, and (with Hurdle) means I can
>get up and around most obstacles, including the various ledges in indoor
>missions. And, as you point out, the drain is negligible. I have a jump
>enhancer in both CJ and SJ and don't see any need to slot either with
>anything more.

Swap out for a Defense Buff enhancement in CJ. With SOs, you get another
percent or two. It helps. The jump enhancement...not so much.