Is it possible to rocket jump in real life
Rocket Jump is a great bodyweight exercise for men, men over 50, women and women over The box jump is a plyometric move that strengthens your main lower-body muscles — glutes, quads, calves and hamstrings.
What is a Prisoner Squat? The Prisoner Squat is a strength exercise that targets the glutes, quads and hamstrings.
Traditional Sumo Squats With a traditional squat, the toes are pointing forward or slightly angled out. In a sumo squat, the feet are placed wider and the toes are angled out away from the midline of the body.
This creates a new challenge due to foot positioning changing your base of support. A great starting point for most athletes is around 18 to 30 inches. Of course the box height will vary somewhat depending on individual jumping ability.
Younger athletes might need to drop down to inches. When you do a box jump you should be clenching your stomach muscles as you get ready to jump, and when you do jump you release your tightened abdominals in order to get that explosive strength to get you up onto the box. This topic has been locked. For those of you who don't know, rocket jumping is a method of getting to higher areas in video games where you jump and shoot a rocket at your feet, using the knockback from the explosion to boost you higher, but it obviously hurts you.
There is also C4 jumping, TNT jumping and frag jumping. I've seen rocket jumping used in Team Fortress 2 and Overwatch, and I've seen C4 and frag jumping in GTA5 yet it requires dead-on precision to do correctly without dying. TNT jumping is clearly only in Minecraft.
These are probably all used in many other games, these are just the ones I have actually played before. Know any other games where people use any of these? Rocket jumps, grenade jumps, C4 jumps, and TNT jumps, are any of these possible in real life at all without getting yourself killed? Last edited by R1ch4rd N1x0n ; 14 Jun, pm.
Showing 1 - 15 of 37 comments. Yes, but living through it Several secrets in the Quake games, including a secret level in the second game, require rocket or grenade jumping to reach. Quake II had an area that could only be reached by rocketjumping. It contained several goodies, and would trigger the message "You crazy rocket jumpers! Doom source ports, such as ZDoom and Zandronum which is a multiplayer adaptation of ZDoom , have added jumping and freelook, among other things.
There are many mods specific for it to help train players. An open-source game Xonotic has a laser gun designed for this. Minimal damage, but quite a lot of push. Rockets will get you even higher. In Team Fortress 2 , the Soldier and the Demoman can do this with rockets and stickybombs respectively. In theory, every class can do it, but only if an enemy shoots them since there is no friendly fire.
Of course, the technique was already present in the original. Both classes since received weapons specifically designed to be used to train this technique, as they deal no damage, and a sufficiently skilled player can cross the map in seconds. The Soldier was consciously designed to rocket jump.
Meet the Soldier features a rocket jump, and one game update even gave rocket jumping Soldiers a neat visual effect their shoes catch fire, which somehow jets downwards like rocket exhaust. Becoming the final winner of the "War! The Beggar's Bazooka has a less intended, but even more effective, version: The explosions caused by overloading the launcher are much stronger than a normal rocket, and set off right next to the Soldier even while airborne.
The result is essentially an explosion-powered jetpack that lets him cross the map in seconds. Pyros can launch themselves with the assistance of an explosive projectile belonging to the other team.
It actually ends up requiring even more effort than a regular rocket jump, due to the tighter timing, greater need for coordination, and the generally increased chance of being messily reduced to bits of asbestos suit and rubber. The Pyro later got a flare gun called The Detonator, which allows players to rocket jump with relative ease. Compared to rockets and stickies, the distance the Pyro can fling himself is extremely small.
It's closer to the Scout's Double Jump than the Soldier's rocket jump. Applications are limited, but it can allow Pyros to access routes that were otherwise just barely out of reach. The Demoman can also jump using his grenade launcher: although it's both trickier and less effective, it is the only option when using a loadout without stickybombs. The Iron Bomber's grenades can make this tactic more easy to do, since they have very little bounce and roll than the stock grenades.
The Loose Cannon makes doing this more effective, working much like the Beggars Bazooka above in that you can have the explosion be right in front of you if you cook off the fuse for just long enough. Since his update, the Engineer can manually fire his sentry's rockets to use them for rocket jumping.
That way, he can reach places inaccessible for most classes and place a teleporter exit on there. This is only one method of the "Sentry Jump", but the others are non-explosive and thus not this trope. Team Fortress Classic had it, too. Rocket-jumping was possible with the Soldier's rockets, the Demoman's pipebombs, or with any kind of grenade, although grenades dealt significantly more damage.
Since you could only deal armor damage against team mates in non-friendly fire games, you could also assist your teammates by rocket jumping them, and it was a particularly favored tactic in games like Hunted, where it would let the President bypass several nasty sniping points. Notably difficult maps, such as 2fort, made flashbang jumps the only way to fly.
At least one map epicenter was completely broken due to the aforementioned practice of "concussion jumping". The point of said map was to carry a flag to a point in your enemy's base, and the map reset once this was done, after which the flags were locked up for a minute.
Everything and everyone else was irrelevant. It's breakage like this that led to grenades being removed altogether from Team Fortress 2. Tower of Guns One of the few games to encourage mastering this skill. Most of the secrets, Such as reaching the Literal top of the Tower by escaping the Battlements, require Rocket jumping to reach them, assuming the player hasn't amassed an absurd number of the rare Double Jump upgrades through Sheer Luck.
Halo : It's possible to do this with grenades, but due to their power, this is usually done for fun , not for gameplay purposes. The ability to create chain reactions with grenades on the ground was especially entertaining when combined with the invincibility of vehicles in Halo: Combat Evolved. Halo 2 : Games from 2 onward have a collection of hidden skulls that affect the games' mechanics. For example you can find a skull that allowed Master Chief to turn invisible for a short duration instead of having a wimpy flashlight.
Another skull makes all headshots pop people like plasma grenades. In Halo 2 itself, one essential skull that allows you to even get the rest of these skulls is the one appropriately called Sputnik. This skull makes all knockback caused by explosions and melee attacks about 5 times as powerful. This also allows players to get the bigger-than-big BFG of the game to play around with.
This of course is only available on the game's hardest difficulty. The effects don't save when the game is turned off, meaning that players who want to be blown high have to find Sputnik again each time they turn on their Xbox. Several of the multiplayer levels allowed you to grenade jump up to an area that you normally couldn't get to.
If you brought a fully loaded sniper rifle and were playing against people who didn't know you could get up there or how to get you down , you could get quite a few kills before killing yourself or jumping down in order to reload.
Human prop-up-covers are placed on the map strategically. By pushing one through melees to the base of the relic, standing on the folded-down handle on the defenders' side of the cover located on the ground to give the shield stability , and firing a handheld rocket launcher rocket directly into the shield , the explosive force that tilts the shield forward - and therefore the handle up to lift you off the ground - is enough to launch you high enough to get on top of the relic.
Even more amusing is because of how high you really are, the horizon doesn't exist anymore - there is the end of the ocean polygons and the end of the skybox texture, separated by a thick black line.
However, because of the massive blast damage the game gives you for rocket explosion proximity, one has to start the match so that player shield health capacity is increased three-fold Overshield. In the campaign, one grenade jump will allow the player to skip the entire first half of "Outskirts" as well as reach nearly all of the otherwise unreachable areas.
Halo 3 sometimes requires it to collect hidden bonus items. It should also be noted that this should only be done with frag grenades in these games. Plasma grenades, spike grenades, and rockets will kill you instantly if you try to pull this. Since this was the only way to jump in the earlier Marathon aside from ramping off stairs, it was required for many later levels.
Marathon also allowed normal gunfire recoil to amplify existing jumps, known as gun-climbing. This is what many players thought "frog blast the vent core" meant. The flamethrower can do this on low gravity maps, since its kick is stronger than the reduced gravity. Simply point it down, hold the trigger, and presto!
Improvised Jet Pack. Some physics model Game Mods would enhance this by giving the flamethrower negative recoil and increasing it several fold to give it more of a jetpack-like quality. In Half-Life 2 : Episode 2 , there is a point where you must do a grenade jump protected by a metal plate , as Gordon is not that dumb if you want that rocket launcher. Succeeding earns you an achievement - Gordon Propelled Rocket. Grenade jumping also makes it possible to entirely bypass the bridge level in the chapter Freeman Pontifex, like so.
It's impossible to do this with the rocket launcher, though - you go up maybe three feet, and you lose about a third of your health. In Battlefield Vietnam , grenades sent players flying to when hit by one.
One day it was discovered that friendly players were affected by this as well when friendly fire was off. The best results happened when a friendly player laid down on a grenade, which sent another player flying upwards. Combined with the ability to instantly deploy a parachute to avoid fall damage this tactic was used to fly over walls and on top of buildings.
This was later patched by taking away all force to grenades, meaning that corpses and players stayed put when killed. In later Battlefield games this was fixed by making grenades damage all players. This is known as C4 Jumping in Battlefield 2.
With Friendly Fire off, players can dump all 5 C4 packs on the ground, stand a little in front, and blast away! The tallest buildings can be reached in a single bound. This can also be done with manned friendly vehicles, and with enough C4 players and proper timing, such a loaded vehicle can literally fly across the entire map, which could take ten minutes to cross on foot, in seconds. In Battlefield , someone once used a similar method to jump over a large windmill in a Jeep.
In addition, artillery shells sent corpses flying - or, occasionally, living soldiers. They usually died on landing, but it was possible to parachute to safety if the player is fast enough.
This tradition is proudly carried on in Battlefield 3 , as seen here. In Dark Forces you can lay down a mine, stand on top of it, and use the resulting explosion to access higher areas, or places you aren't supposed to see that exist for technical reasons. Painkiller disables rocket-jumping in the single-player mode, requiring the player to use other, more creative means to find the secrets.
In multiplayer, on the other hand, the game has a dedicated button for rocketjumping. Daikatana took rocket jumping to the extremes. The game featured 4 episodes, each with its own unique set of weapons, and every weapon set had more than one weapon capable of rocket jumping from traditional explosives like rocket launchers and C4, to a burst-firing shotgun with ridiculous recoil, a Ballista, magical staffs shooting meteors, and another shotgun with an underbarrel grenade launcher.
Warsow , being designed as a faster-paced Quake has a Rocket Jump which can be done with a rocket launcher, instagib and a gun blade.
In some modes, self-damage is removed. Assault Cube got more sane Rifle jump using recoil. Grenade jumping kind-of-works too — provided there was enough armor to survive the damage — but leaves the performer both severely wounded and shell-shocked.
The latter isn't removed by medi-kits. At some point, somebody realized that the Splash Damage from the Phoenix in Perfect Dark which is fairly minor compared to other explosives could be used to propel the player forward at greater than normal speeds.
This has little utility outside of speedruns, though. Dystopia allows you to Rocket Jump in meatspace as well as cyberspace. The latter is much more important in building up speed, and occasionally in getting past obstacles, though only on one map is it required to get past something. Although some projectiles are more interesting than others
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